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Hang on headset launch - Problems getting started, is Mac *really* supported?

pilotniq
Level 2
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2.

I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up.

I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported?

I have been able to build the sample template project in UE4.

However, on launch, everything hangs, and the last message in the output log is:

LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity
LogPlayLevel:   Starting: Intent { cmp=com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity }

In the headset I first see the three dots, and then just a "black" world.

At some point during troubleshooting, I got some messages indicating the .obb file was not found, and download of it was starting which might have 

I'm running Android Studio 3.6.3, UE 4.25 from source, MacOS 10.15.7, XCode 12.4, Oculus VR Plugin version 1.55.0.

Manually starting the code using adb shell, then "am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity" and then "logcat", I get the following 

02-15 10:49:56.447  9320  9354 D UE4     : [2021.02.15-09.49.56:447][  0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/PokeAHoleMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/PokeAHoleMaterial

02-15 10:49:56.447  9320  9354 D UE4     : [2021.02.15-09.49.56:447][  0]LogStreaming: Error: Found 0 dependent packages...

02-15 10:49:56.448  9320  9354 D UE4     : CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial

02-15 10:49:56.448  9320  9354 D UE4     : [2021.02.15-09.49.56:448][  0]Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial

02-15 10:49:56.448  9320  9354 D UE4     : 

02-15 10:49:56.448  9320  9354 D UE4     : [2021.02.15-09.49.56:448][  0]LogHMD: Error: Unable to load PokeAHoleMaterial

02-15 10:49:56.449  9320  9354 D UE4     : [2021.02.15-09.49.56:449][  0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_ChromaKey requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_ChromaKey

02-15 10:49:56.449  9320  9354 D UE4     : [2021.02.15-09.49.56:449][  0]LogStreaming: Error: Found 0 dependent packages...

02-15 10:49:56.450  9320  9354 D UE4     : [2021.02.15-09.49.56:450][  0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_ChromaKey'

02-15 10:49:56.450  9320  9354 D UE4     : [2021.02.15-09.49.56:450][  0]LogMR: Warning: Invalid ChromaKeyMaterial

02-15 10:49:56.450  9320  9354 D UE4     : [2021.02.15-09.49.56:450][  0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_OpaqueColoredMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_OpaqueColoredMaterial

02-15 10:49:56.450  9320  9354 D UE4     : [2021.02.15-09.49.56:450][  0]LogStreaming: Error: Found 0 dependent packages...

02-15 10:49:56.451  9320  9354 D UE4     : [2021.02.15-09.49.56:451][  0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_OpaqueColoredMaterial'

02-15 10:49:56.451  9320  9354 D UE4     : [2021.02.15-09.49.56:451][  0]LogMR: Warning: Invalid OpaqueColoredMaterial

02-15 10:49:56.500  9320  9354 D UE4     : [2021.02.15-09.49.56:500][  0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.

02-15 10:49:56.501  9320  9354 D UE4     : [2021.02.15-09.49.56:500][  0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.

02-15 10:49:56.516   737   737 E WifiHAL : handleResponse: OTHER_RX_MULTICAST_CNT not found

02-15 10:49:56.521   737   737 E WifiHAL : wifi_get_ring_data: Error -5 happened. 

02-15 10:49:56.521  1026  3833 E WifiVendorHal: getRingBufferData(l.1675) failed {.code = ERROR_INVALID_ARGS, .description = }

02-15 10:49:56.555  1026  3833 D wifi-jni: no kernel logs

02-15 10:49:56.595  9320  9354 D UE4     : [2021.02.15-09.49.56:595][  0]LogAISub: UAISubsystem AISubsystem (0x9f344160), frame # 0

02-15 10:49:56.596  9320  9354 D UE4     : [2021.02.15-09.49.56:596][  0]LogAISub: UAISubsystem AIPerceptionSystem (0xc5893b00), frame # 0

02-15 10:49:56.599  9320  9354 D UE4     : [2021.02.15-09.49.56:599][  0]LogAISub: UAISubsystem EnvQueryManager (0x9ff25100), frame # 0

02-15 10:49:56.601   688  9526 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0)

02-15 10:49:56.609   688  9528 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0)

02-15 10:49:56.616   688  9530 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0)

02-15 10:49:56.616  9320  9354 D UE4     : [2021.02.15-09.49.56:616][  0]LogUObjectBase: Warning: -------------- Default Property warnings and errors:

02-15 10:49:56.616  9320  9354 D UE4     : [2021.02.15-09.49.56:616][  0]LogUObjectBase: Warning: Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial

02-15 10:49:56.616  9320  9354 D UE4     : 

I think perhaps the PokeAHoleMaterial is related to the OculusVR Plugin in UE4. I have enabled the plugin, but the plugin is not showing up under "Plugins" in the project settings. I saw a post saying to add the  /OculusVR/Materials to the "Additional Asset Directories to Cook". But there is no "/OculusVR/Materials" that can be selected, and I'm wondering if this is due to the plugin not working completely?


3 REPLIES 3

bobcober
Level 3

Are you using the source from Epic or the Source from the Oculus branch?

funkbone
Level 2

I had the same issue from both Oculus 4.26 source and Epic 4.26 binaries.  I reverted to Epic 4.25.4 binaries and it worked fine.  Use the settings from this video.  Just skip to 6:45 for the relevant settings.  https://www.youtube.com/watch?v=x0wiYhLeK6Q

I3Llamas
Level 2

I have just come across the same problem. I also have been using 4.25.4 and it worked just fine, but when I updated to 4.26 it just gives me the three dots and black screen. Any new news on a potential fix or should I just stick with 4.25.4?