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2. Google VR Project Setup

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In this part of the Google VR Quick Start, we will go over setting up your UE4 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 Offical Google Daydream Unreal help site.

Steps

  1. Once the UE4 Editor has loaded, from the Main Toolbar, open the Edit tab and select the Plugins menu item.

    GVRQS_Pligin_Menu_00.png

  2. Inside of the Plugins menu, go the Virtual Reality section and make sure that Google VR is enabled.

    Click for full image.

    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 UE4 Editor so that the changes can take place. Failing to re-start the UE4 editor after enabling the Google VR plugin could result in the plugin not working correctly.

  3. From the Main Toolbar, select the File option and then click on the Save option to bring up the Save Level As window.

    GVRQS_Save_Level_00.png

  4. From the Save Level As window under the Name section, name the level EntryLevel and then press the Save button.

    GVRQS_Save_Level_01.png

  5. Back on the Main Toolbar select the Edit menu option and then select the Project Settings menu option.

    GVRQS_Project_Settings_00.png

  6. From the Project Settings menu go to the Maps & Modes section and under the Default Maps section, change the Editor Startup Map and Game Default Map to the EntryLevel map to make sure that the EntryLevel map is the map that will be loaded when the project is run.

    GVRQS_Select_Level_00.png

  7. 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 set to Scalable 3D or 2D.

    GVRQS_Target_Hardware_00.png

    If you see the Restart Editor button under the Pending Changes section make sure to press it to re-start 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. GVRQS_Target_Hardware_01.png

  8. In the Rendering section make sure that Mobile HDR is disabled as this is necessary for correct stereoscopic rendering.

    GVRQS_Moile_HDR_Off_00.png

  9. 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 the DefaultVirtualJoysticks and selecting the Clear option from the drop-down list.

  10. In the Platforms section under the Android section press the Configure Now button in the APKPackaging and Google Play Services sections to ensure that our project can package correctly.

    Click for full image.

  11. In the APKPackaging section 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

    Click for full image.

  12. Locate the Build section set the following:

    • Support armv7 (aka armeabi-v7a): Disabled

    • Support arm64 (aka arm64-v8a): Enabled

    • Support OpenGL ES2: Enabled

    Click for full image.

  13. Next, in the Advanced APKPackaging section and enable the following options:

    • Configure GoogleVR Deployment Mode: Daydream & Cardboard

    • Configure GoogleVR for sustained-performance mode: Checked

    Click for full image.

    The Configure GoogleVR Deployment Mode has several options that when selected will do the following:

    • Cardboard: Configure GoogleVR to run in Cardboard-only mode.

    • Daydream: Configure GoogleVR to run in Daydream-only mode. In this mode, the app won't be able to run on NonDaydream-ready phones.

    • Daydream & Cardboard: Configure GoogleVR to run in Daydream mode on Daydream-ready phones and fallback to Cardboard mode on NonDaydream-ready phones.

  14. In the Android SDK section under the SDKConfig section set the SDK API Level to android-24 and set the NDK API Level to android-19 to ensure that your project will be compiled against the most recent Android SDK.

    GVRQS_Android_SDK_Options_00.png

    For your UE4 Daydream projects to properly deploy to a Daydream device, you need to make sure that CodeWorks has installed the following components.

    • Android API 24

    • Android NDK 12b

    • JDK 1.8

End Results

In the next section of the Google VR Quick Start, we will go over what you have to do to package your UE4 project so that it will run on a Google VR device.

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