(inspiring music)
- [Conner] Hello, I'm Conner Chalice from Unreal Systems,
and today I'm going to show you how to build
your Unreal Engine 4 project to the Oculus Quest.
From this point until we get the project running,
we're going to leave the Oculus Quest plugged in to our PC.
If you have Unreal Engine on your computer,
it should've already installed Nvidia CodeWorks,
and included in Nvidia CodeWorks are
the Android Debug Bridge and every NDK,
SDK, and JDK that you will need.
But we all know how computers are,
and so here's how you download those components,
just in case.
The first program that we're going to download
is the Android Studio.
What we really need is Android Debug Bridge,
and that's just a part of the Studio.
Next thing that we need is the latest NDK
for our operating system and architecture.
I'm using Windows 64-bit,
and so I'm going to download this one.
Nvidia CodeWords for Android is the third
and last thing that we need to download,
so we're going to scroll down here
until we find CodeWorks for Android.
So click it.
Before we install any of these programs,
we need to make that Unreal Engine 4
and Epic Games are both closed.
I need to open up my task manager and verify
in background processes that they are closed.
Once we verify that those are closed,
we can move on to our install.
So we're going to navigate to Nvidia CodeWorks now
and set this up.
So starting at our local disk,
we're going to find Program Files,
and open up Epic Games,
and then Engine 4.22.
Go inside Engine, Extras,
Android Works, and then Windows 64.
Run the Installer.
It pops up, hit Next, hit Next.
You may choose a different installation directory,
but remember where it is,
and I personally disable usage collection.
Once the Component Manager is open,
select Standard Installation.
This will choose all of the programs
that are not currently installed on your PC.
When you're ready, hit Next.
Accept the licenses.
That's going to take a few minutes to install,
and then, when it's finish, hit Next, and then Finish.
When this dialog appears, restart your device,
and then move forward.
So now, go inside the device that you used
to set up the Oculus Quest initially and hit the Oculus app.
Once you're here, you're going to navigate
to Settings in the bottom right.
You'll see a list of all the devices
that you've set up using this app,
so click the one that you have currently,
select More Settings, and then verify
the Developer Mode is enabled.
We need this to put our project onto the Quest.
Inside of the headset, we need to do two things,
the first of which is navigate to Library
and verify that Unknown Sources is enabled.
If it is not enabled, try restarting your headset.
If that doesn't work, go back to the device
that you used to set up the Oculus Quest
and verify the Developer Mode is enabled.
Now go to your desktop and open up your Search bar,
type in CMD or Command Prompt, launch it,
and in the console, type in adbdevices.
Once you press Enter, this will come up
with a list of Android devices that are plugged in.
If you see your Quest, then you're free to move on.
Now what you want to do is launch Unread Engine 4.22
from Epic Games.
We're going to wait for this to launch.
So go to New Project, Blueprint, Blank,
and we're going to want to build to Mobile/Tablet.
For our quality, set to Scalable 3D or 2D,
and we don't want any starter content.
I'm gonna name my project real fast,
and then we're going to hit Create Project.
This will launch a default project.
You'll notice that I have Plugins and Project Settings open.
In order to find these, navigate to Edit,
and at the bottom, under Configuration,
you'll see both of them.
So go back to Plugins and scroll down to the very bottom,
under Virtual Reality.
You're going to make sure that the only of these
that are ticked, is Occulus VR.
You'll see that I have SteamVR enabled by default.
Make sure you disable that.
We can postpone restarting
until we finish the rest of our settings.
Underneath Project in Description,
we're gonna navigate for Start in VR and click it.
Next thing we're going to do is go to Maps and Modes,
and set our Startup Map and Default Map
to the map that we're currently going to work on.
After this, we can navigate to Target Hardware.
Right here you can verify that your Build Target
is for Mobile and Tablet and that your content
is Scalable 3D or 2D.
Next, we want to go to Supported Platforms
and disable the All Platforms button.
From there, disable every other input except for Android.
After this, we'll go to Input, underneath Engine,
and disable this control scheme.
It's built for mobile, and we're not using a touchscreen.
Now scroll down to Platforms and select Android,
which should be the first one.
What we want to do is configure
the APK packaging for Android.
After that, we're going to change the minimum SDK version
and target SDK version to 25.
The next setting is enabling gradle instead of Ant
and packaging our game data instead of a .apk.
We also need to enable Full Screen Interactive
for KitKat and above devices.
Continue scrolling down and you'll find
two more settings that need to be enabled,
the first of which is Configure the Android Manifest
for Deployment to Oculus Mobile,
and the second is Remove Oculus Signature Files
from the Distribution APK.
Both of these need to be enabled.
We'll now scroll down to Android SDK,
and we want to verify that the Android SDK, NDK, and JKD
all have locations, halved.
They should be inside of NV pack,
which is where Nvidia CodeWorks stores its files.
So for this project, I just put
an environment object in with pre-paved texture
from 3ds Max, and we're going to use that as our scene.
We will launch to the Quest.
We'll wait a moment for it to load,
and then we can go inside the headset
and verify that it's working.
Thank you for joining us and good luck with your projects.