Okay, I've figured it out. Generally speaking, you just follow the configuration settings to package for the Oculus Go device. I had to stumble my way through a bunch of packaging errors and change project settings. Here's a bunch of general gotchas to double check:
1) Make sure that your android installed packages are up to date. This is not well documented, but you basically need to open a command prompt, go to C:\NVPack\android-sdk-windows\tools\bin and then manage the installed packages through sdkmanager using the command line interface. Using the SDK manager GUI will not allow you to accept the license agreements, which is super frustrating. You should have build-tools;26.0.1 installed at a minimum.
2) You will also need to generate a keystore file using the keytool. There's external documentation on how to do that.
3) You'll also get a packaging error which says that you don't have an entitlement check. You need to open up Unreal Engine in visual studio and then navigate to: Plugins\Runtime\Oculus\OculusVR\Source\OculusHMD\GearVR_APL.xml and comment out "com.oculus.svclib.OVREntitlementChecker.doAutomatedCheck(this);" on line 211.
4) In project settings -> Android, I used
Minimum SDK Version : 23
Target SDK version: 26
Install Location: Auto
Extra tags for manifest node (array) needs to have:
excludeFromRecents="true"
added to it
Configure the AndroidManifest for deployment to Oculus Mobile = true
Support Arm64 = true
Support Armv7 = false
5) You can package for ETC2 or ASTC
I also enabled support for large OBB files, which lets you create packages up to 4gb in size instead of the standard 2gb.
6) If you're uploading a build to the oculus store, make sure that your build configuration is set to shipping and for distribution is set to true. (Project Settings -> Packaging) Also, make sure that your visual studio solution configuration is set to "shipping" instead of "DebugGame Editor" or "Development Editor". I also do a full rebuild here.
7) To upload the APK and OBB to the oculus store, use their ovr-platform-util. It's available for download on the store page. This is the only way to bundle an OBB file with your APK (uploading a build through the store UI doesn't seem to support this)
😎 Just as a sanity check, you should also push the packaged build to your Quest device and test it thoroughly before you upload it. If you have packaging errors, you can also hook your Quest up to your dev machine and use the UE4 "Launch Application" button and launch it directly to the device. If there's errors here, you can troubleshoot your ADB and android settings.