In this part of the Google VR Quick Start, we will go over setting up your Unreal Engine 4 project so that it can be used with Google VR.
Google has a provided a very detailed document that goes over everything you need to know to get the most out of Daydream. You can find the documents by going to the Official Google Daydream Unreal help site.
Once the Editor has loaded, from the Main Toolbar, open the Edit tab and select the Plugins menu item.
Inside of the Plugins menu, go the Virtual Reality section and make sure that Google VR is enabled.
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The Google VR plugin should be enabled by default. If it is not enabled, it can be enabled by clicking on the checkmark box next to Enabled. When you do this will be prompted to restart the Editor so that the changes can take place. Failing to re-start the Editor after enabling the Google VR plugin could result in the plugin not working correctly.
From the Main Toolbar, select the File option and then click on the Save option to bring up the Save Level As window.
From the Save Level As window under the Name section, name the level EntryLevel and then press the Save button.
Back on the Main Toolbar, select the Edit menu option and then select the Project Settings menu option.
From the Project Settings menu, go to the Maps & Modes section. Under the Default Maps section, change the Editor Startup Map and Game Default Map to EntryLevel to make sure that EntryLevel will be loaded when the project is run.
Back in the Project Settings, under the Target Hardware section, make sure that Target Hardware class has been set to Mobile / Tablet and the graphics level has been set to Scalable 3D or 2D.
If you see the Restart Editor button under the Pending Changes section, make sure to press it to restart the editor, so the changes that are made will be applied. Failing to do this could result in your project not working with Google VR.
In the Rendering section, make sure that Mobile HDR is disabled. This is necessary for correct stereoscopic rendering.
Under the Input section in the Mobile category, remove the DefaultVirtualJoysticks from the Default Touch Interface by clicking on the small white triangle next to DefaultVirtualJoysticks and selecting the Clear option from the drop-down list.
Under the Android section (in the Platforms heading), press the Configure Now button in both the APKPackaging and Google Play Services categories to ensure that our project can package correctly.
In the APKPackaging category, make sure you have the following options set:
Minimum SDK Version and Target SDK Version: 24
Disable verify OBB on first start/update: Checked
Enable FullScreen Immersive on KitKat and above devices: Checked
Locate the Build category and set the following:
Support armv7 (aka armeabi-v7a): Disabled
Support arm64 (aka arm64-v8a): Enabled
Support OpenGL ES2: Enabled
Next, in the Advanced APKPackaging category, enable the following options:
Configure Google VR Deployment Mode: Daydream & Cardboard
Configure Google VR for sustained-performance mode: Checked
The Configure Google VR Deployment Mode has several options that when selected will do the following:
Cardboard: Configure Google VR to run in Cardboard-only mode.
Daydream: Configure Google VR to run in Daydream-only mode. In this mode, the app won't be able to run on NonDaydream-ready phones.
Daydream & Cardboard: Configure Google VR to run in Daydream mode on Daydream-ready phones and fallback to Cardboard mode on NonDaydream-ready phones.
In the Android SDK section, under the SDKConfig category, set SDK API Level to latest and set the NDK API Level to android-19 to ensure that your project will be compiled against the most recent Android SDK.
For your Unreal Engine 4 Daydream projects to properly deploy to a Daydream device, you need to make sure that CodeWorks has installed the following components.
Android SDK Platform 24
Android NDK 12b
To see how to install additional Android SDK's check out Installing Additional Android SDK's for more information.
In the next section of the Google VR Quick Start, we will go over what you have to do to package your project so that it will run on a Google VR device.