Closed tvhenrik closed 4 years ago
Did you build it fully for android? It doesn't come pre-compiled for it. That log doesn't give any debugging information to work with.
I will note that there are a lot of active Quest projects using the plugin so its not a base issue with the plugin existing. From the note there though (Running Package@Device:com.YourCompany.VRExpPluginExample@1PASH9AE929365) you didn't just "add" the plugin to an empty project, your ported the example template to your project. Its very likely that you have broken links or something misconfigured.
Well no the log is from a cloned VRExpPluginExample, but the same issue occurs in my other projects with the plugin.
Did you change any project settings? The template doesn't have the settings modified for android (NDK version, package for quest, ect). They also did just upgrade the NDK for 4.25 to a newer one.
I changed the everything to match this https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ and followed this to setup android SDK/NDK https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Setup/AndroidStudio/index.html
Well I did get another report that the OpenVRExpansion module is crashing on android now (epic must have changed how modules get included somehow in .3). Its a dead module on quest obviously, did you port any of the open vr nodes to your personal project or did you literally just add the plugin and not use it.
Just added and didn't use
do you have the open vr expansion module enabled? There really isn't a way for it to crash with the plugin being unused....
That's the really weird part. I had it disabled while testing some stuff and it still crashed. Just deleting the plugins dir, opening the project and launching worked
Edit: Both VRExpansion plugins were disabled
If they are both disabled then they aren't even compiling out to the package. This sounds like you are using a non source version? A BP project?
Yes maybe I'm just an idiot, I'll try it with a VS project
Still though the VRExpExample is compiled from source and that still crashes 🤔
Well I can check on my headset later after work, but I haven't had any reports of this before now and I can't work without any actual debug information if I can't reproduce it.
Appreciate it! At least I'll know if it's just me having this issue or not
I'll ask some of the other quest users in the meantime to make sure some of them are on 4.25.3 already, I know at least a few were on .2
I just tested on 4.25.3 (latest plugin version) and it launched fine on it from the template, I had two other quest developers test for me and it was the same for them as well.
Edit I'll note that a ton of people are having android issues in 4.25 period across the engine.
I've been digging deeper on this and I'm suspecting the problem is with the NDK version I'm using...
08/20 19:16:00: Launching 'gradle-app' on Oculus Quest.
$ adb shell am start -n "com.YourCompany.CareerPaths/com.epicgames.ue4.SplashActivity" -a android.intent.action.MAIN -c android.intent.category.LAUNCHER
Waiting for process to come online...
Connected to process 16506 on device 'oculus-quest-1PASH9AE929365'.
Capturing and displaying logcat messages from application. This behavior can be disabled in the "Logcat output" section of the "Debugger" settings page.
V/UE4: [NetworkChangedManager] Network Available: 101
V/UE4: [NetworkChangedManager] No network state set yet, setting naive network state checking connection fully.
[NetworkChangedManager] Network connectivity changed. New connectivity state: CONNECTION_AVAILABLE
D/NetworkSecurityConfig: No Network Security Config specified, using platform default
D/AndroidRuntime: Shutting down VM
E/AndroidRuntime: FATAL EXCEPTION: main
Process: com.YourCompany.CareerPaths, PID: 16506
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.YourCompany.CareerPaths-2/lib/arm/libUE4.so"...
at java.lang.Runtime.loadLibrary0(Runtime.java:989)
at java.lang.System.loadLibrary(System.java:1530)
at com.epicgames.ue4.GameActivity.<clinit>(GameActivity.java:6170)
at java.lang.Class.newInstance(Native Method)
at android.app.Instrumentation.newActivity(Instrumentation.java:1079)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2572)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2741)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1478)
at android.os.Handler.dispatchMessage(Handler.java:102)
at android.os.Looper.loop(Looper.java:154)
at android.app.ActivityThread.main(ActivityThread.java:6165)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:886)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:776)
V/UE4: [NetworkChangedManager] Connectivity hasn't changed. Current state: CONNECTION_AVAILABLE
[NetworkChangedManager] Full network check complete. State: CONNECTION_AVAILABLE
V/UE4: [NetworkChangedManager] Network Capabilities changed, has Internet: true
V/UE4: [NetworkChangedManager] Connectivity hasn't changed. Current state: CONNECTION_AVAILABLE
[NetworkChangedManager] Full network check complete. State: CONNECTION_AVAILABLE
Process 16506 terminated.
I am but I think I'll try it on a clean windows install in case my system is messed up somehow
I would blame the engine version itself long before a clean install...
closing as no further feedback for 11 days, feel free to reissue if it wasn't an issue on your end.
Hello, The same problem still occurs on 4.25.3 with NDK v21b. Any update on this issue ? Thx
Its working fine for me with the new ndk install and the current source version of the plugin. As well as others.
So no, I would need further information from you specifically.
Ok, my project was C++ and not Blueprint. It seems Quest to be incompatble with C++ UE4 projects :-(
? Well that is not true? The template also is a source project, its just blueprint scripting as well.
When creating a project, it's ok, everything works just fine, but when adding a first c++ class (even empty, but creating a c++ project), it crashes on the Quest :-(
Do you not have the android binaries installed with your engine options? From the launcher when you go to options.
Yes, everything is well-installed. I mean, it works fine before I add any C++ class. Is there anything else I need to do ?
I looked closer at that log above assuming that you have the same issue as him.
ava.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.YourCompany.CareerPaths-2/lib/arm/libUE4.so"...
Your linker is failing somehow, I have never seen that and I don't use android that much but a quick google search didn't find too many others with that issue, one other guy from 2019 also developing for quest with UE4. Some of the other talk around appears to point to an android linker issue in general.
@mordentral I've been having this issue as well, and one thing to note, is that you may be on android 8, while i and the others here might be on android 7
I finally solved the problem setting few things in Project Settings: Platforms -> Android -> Min SDK version and Traget SDK version to "25" Platforms -> Android SDK -> SDK API Level to "android-25" and NDK API Level to "android-21" Make sure to use NDK 21b.
Now that Quest 2 is in the game, has anyone successfully compiled a version that works? Ultimately looking to get Unreal Tournament working in Quest 2.
Plenty of projects using it
I finally solved the problem setting few things in Project Settings: Platforms -> Android -> Min SDK version and Traget SDK version to "25" Platforms -> Android SDK -> SDK API Level to "android-25" and NDK API Level to "android-21" Make sure to use NDK 21b.
Just wanted to echo what Luguen said - this fixed this error (was only happening to me for Quest 1 and not Quest 2) - Cheers to Luguen and cheers to Mordentral (Mordentral you may know me from my time at Epic as "Alex O" (hope you have good memories of me - good bug reports!))
Ah hello Alex!
Yeah something to keep in mind is that in 4.26 the minimum NDK version increased again due to a function that the oculus runtime requires for quest 2. Needs to be SDK version 29 in 4.26+
Ah hello Alex!
Yeah something to keep in mind is that in 4.26 the minimum NDK version increased again due to a function that the oculus runtime requires for quest 2. Needs to be SDK version 29 in 4.26+
Is this for both the Quest 1 and Quest 2? I ran adb shell getprop ro.build.version.sdk
on both my Quest1 and Quest and they returned 25
and 29
respectively.
Should work for both
Hey, I'm having same issue. I've set the NDK and SDK versions according to Unreal recommendations. I have a sort of big level but it's just a landscape with an ocean texture with a wind turbine on the center. As soon as I open the level from the main menu it doesn't even let you look around and crashes. I've tried removing the planar reflection, textures, create a new project, migrated all the maps and blueprints and the same problem persists. I have no idea anymore on what to try next. Tried arm7 and vulkan, but when I run the project half of the screen gets black and it takes longer to crash.
For the half-screen black issue: Try turning on 'Mobile Multi-View' in project settings
On Thu, Jan 13, 2022 at 11:30 AM mantovictor @.***> wrote:
Hey, I'm having same issue. I've set the NDK and SDK versions according to Unreal recommendations. I have a sort of big level but it's just a landscape with an ocean texture with a wind turbine on the center. As soon as I open the level from the main menu it doesn't even let you look around and crashes. I've tried removing the planar reflection, textures, create a new project, migrated all the maps and blueprints and the same problem persists. I have no idea anymore on what to try next. Tried arm7 and vulkan, but when I run the project half of the screen gets black and it takes longer to crash.
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When I put this plugin case into UE5.1, I can't use teleportation, how can I fix this
This is the run log:
This doesn't happen with Epics VR template and started happening when i added the VRExp plugin to an otherwise empty project.