Just Take 5 – #2 – Trying to set up Unreal 5

This is probably going to bite me in the ass along the way, but decided I am going to have Unreal 5 as a starting point to make Just Take 5. Mostly for work as we will eventually switch to using Unreal 5 probably if we do any augmented reality or other things that would require a game engine. And because I already worked often with Unreal 4 for other projects and have the feeling that I know it enough to create something like this. Never build a full game for the Oculus on it, but I did make all the mechanics for the Virtual Arena that was used during DreamHack Open and Showdown. Completely with an interface for the operator and GSI integration where, was never used live, we could show the weapon someone was holding and have the bomb in the arena go off at the same time as that did in CSGO.

First-time DreamHack Open Virtual Arena was used.

So the goal Monday and yesterday were only setting up everything that needs to happen for the deployment of an Unreal 5 game to the Oculus Quest 2. That meant downloading a lot of different things while following along a couple of videos I could find that used Unreal 5 for the installation process. As my desktop computer is quite new most of the things were not already installed so it took most of the evening to get this done and to finally build the VRTemplateMap into a .apk that can be opened by the Quest 2. At least I hoped.

On of the videos used for setting up Unreal.

Unfortunately I did something wrong with the SDK 31 install as I am getting errors regarding it being corrupt (while trying to downgrade, reinstall etc.) and… then a lot of work had to happen for other projects. Getting all the different SDK’s, NDK, JDK, and other software up and running already took at least 6 hours and I am afraid I have to sink some more time into this later this week. Simultaneously I will already start designing assets that I can do on my laptop while going on holiday next week hopefully (depending on some stuff I cannot yet write about here).

Will write an update on this when I get it solved within Unreal 5. Fingers crossed.

Something to say?!