Have you been thinking about creating your own interactive applications using Unreal Engine but don't know where to start?

This channel aims to help you get started if your a beginner or even an experienced developer.
Our Discord is all ways open for those who need help or even just want to hang out: discord.gg/xw65fg7

If your just starting out and don't know where to start I recommend checking out our VR for Beginners playlist and if your wanting to work with the Oculus Quest then I suggest checking out our video Installing Android Studio SDK & NDK For UE4 4.25: youtu.be/q-mAEnqZb0M


GDXR

Well, my week has gone down hill. I went to turn my PC on after working on the GDXR template, Wednesday evening and it wouldn't boot. Showing a CPU error on the mother board and no sign of life. So I've had to book it into a local computer store. The guys over there are gonna go through the whole thing and see what's happening but it's gonna take around 5 working days till I'm back up and running.

For those waiting on the new GDXR UVRT update I'm going to upload the most recent version I have backed up to the epic store around 12PM today.

Hopefully I'll be back up and running soon.

For those with booked tutoring sessions, I'll still be able to do those through my laptop instead.

See you all soon.

4 months ago | [YT] | 3

GDXR

Panic Over. We seem to have found the fix for building Android APK projects with 5.6.1
If you update to 5.6.1 you will need to do the following steps to get the android package to build again.

Close your project and delete the following files
- Delete Intermediate folder
- Delete Saved.
- Delete Derived
- Data Cache
- Delete Binaries
- Delete Build

Keep the project closed and got to your main hard drive mine is :C Drive.

C Drive > Program Files > Epic Games > UE5.6 > Engine > Extras > Android > Run SetupAndroid.bat wait for it to unzip and complete then press enter.

Re launch your project and it should work. Video tut included.

dev.epicgames.com/community/learning/tutorials/d6n… the best, Jonathan

4 months ago | [YT] | 6

GDXR

Unreal Engine 5.6.1 can no longer build to Android, Dont update yet if your working on Mobile APK projects.

Hey everyone, just wanted to let you know, do not update to unreal engine 5.6.1 just yet. It looks like android studio is completly broken. I had no problem doing android builds in 5.6 yesterday but this morning after updating its completely broke. Im currently trying to figure out if its just on my end or if others in the discord who have already updated are having the same issue.



This is the error log for anyone interested.



pic_Science-Android-Shipping-arm64.so.rsp"

UATHelper: Packaging (Android (ASTC)): Writing manifest to D:\Work\ClientContent\WarrenFern\EDU_Epic_Science_Latest\EDU_Epic_Science_5.5\Intermediate\Build\Manifest.xml

UATHelper: Packaging (Android (ASTC)): Building EDU_Epic_Science...

UATHelper: Packaging (Android (ASTC)): [Adaptive Build] Excluded from EDU_Epic_Science unity file: EDU_Epic_Science.cpp

UATHelper: Packaging (Android (ASTC)): Determining max actions to execute in parallel (16 physical cores, 32 logical cores)

UATHelper: Packaging (Android (ASTC)): Executing up to 16 processes, one per physical core

UATHelper: Packaging (Android (ASTC)): Using Unreal Build Accelerator local executor to run 2 action(s)

UATHelper: Packaging (Android (ASTC)): Storage capacity 40Gb

UATHelper: Packaging (Android (ASTC)): ---- Starting trace: 250813_083232 ----

UATHelper: Packaging (Android (ASTC)): UbaSessionServer - Disable remote execution (remote sessions will finish current processes)

UATHelper: Packaging (Android (ASTC)): ------ Building 2 action(s) started ------

UATHelper: Packaging (Android (ASTC)): [1/2] clang++ EDU_Epic_Science-Android-Shipping-arm64.so

UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: std::__ndk1::__libcpp_verbose_abort(char const*, ...)

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.SlateCore.2.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Intermediate/Build/Android/a/UnrealGame/Shipping/SlateCore/Module.SlateCore.2.cpp.o:(std::__ndk1::__throw_length_error[abi:nn180000](char const*))

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.SlateCore.2.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Intermediate/Build/Android/a/UnrealGame/Shipping/SlateCore/Module.SlateCore.2.cpp.o:(std::__throw_bad_array_new_length[abi:nn180000]())

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.ArmlibGPUInfo.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Intermediate/Build/Android/a/UnrealGame/Shipping/ArmlibGPUInfo/Module.ArmlibGPUInfo.cpp.o:(std::__ndk1::__throw_bad_function_call[abi:nn180000]())

UATHelper: Packaging (Android (ASTC)): >>> referenced 2 more times

UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: vtable for std::__ndk1::basic_ostringstream<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> >

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.PlanarCut.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Experimental/PlanarCutPlugin/Intermediate/Build/Android/a/UnrealGame/Shipping/PlanarCut/Module.PlanarCut.cpp.o:(Eigen::SparseLU<Eigen::SparseMatrix<float, 0, int>, Eigen::COLAMDOrdering<int> >::factorize(Eigen::SparseMatrix<float, 0, int> const&))

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.PlanarCut.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Experimental/PlanarCutPlugin/Intermediate/Build/Android/a/UnrealGame/Shipping/PlanarCut/Module.PlanarCut.cpp.o:(Eigen::SparseLU<Eigen::SparseMatrix<float, 0, int>, Eigen::COLAMDOrdering<int> >::factorize(Eigen::SparseMatrix<float, 0, int> const&))

UATHelper: Packaging (Android (ASTC)): >>> referenced by ambisonic_binaural_decoder.cc

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Runtime/ResonanceAudio/Intermediate/Build/Android/a/UnrealGame/Shipping/ResonanceAudio/ambisonic_binaural_decoder.cc.o:(vraudio::AmbisonicBinauralDecoder::AmbisonicBinauralDecoder(vraudio::AudioBuffer const&, unsigned long, vraudio::FftManager*))

UATHelper: Packaging (Android (ASTC)): >>> referenced 33 more times

UATHelper: Packaging (Android (ASTC)): >>> the vtable symbol may be undefined because the class is missing its key function (see lld.llvm.org/missingkeyfunction)

UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: vtable for std::__ndk1::basic_stringbuf<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> >

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.PlanarCut.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Experimental/PlanarCutPlugin/Intermediate/Build/Android/a/UnrealGame/Shipping/PlanarCut/Module.PlanarCut.cpp.o:(Eigen::SparseLU<Eigen::SparseMatrix<float, 0, int>, Eigen::COLAMDOrdering<int> >::factorize(Eigen::SparseMatrix<float, 0, int> const&))

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.PlanarCut.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Experimental/PlanarCutPlugin/Intermediate/Build/Android/a/UnrealGame/Shipping/PlanarCut/Module.PlanarCut.cpp.o:(Eigen::SparseLU<Eigen::SparseMatrix<float, 0, int>, Eigen::COLAMDOrdering<int> >::factorize(Eigen::SparseMatrix<float, 0, int> const&))

UATHelper: Packaging (Android (ASTC)): >>> referenced by ambisonic_binaural_decoder.cc

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Runtime/ResonanceAudio/Intermediate/Build/Android/a/UnrealGame/Shipping/ResonanceAudio/ambisonic_binaural_decoder.cc.o:(vraudio::AmbisonicBinauralDecoder::AmbisonicBinauralDecoder(vraudio::AudioBuffer const&, unsigned long, vraudio::FftManager*))

UATHelper: Packaging (Android (ASTC)): >>> referenced 31 more times

UATHelper: Packaging (Android (ASTC)): >>> the vtable symbol may be undefined because the class is missing its key function (see lld.llvm.org/missingkeyfunction)

PackagingResults: Error: undefined symbol: std::__ndk1::__libcpp_verbose_abort(char const*, ...)

PackagingResults: Error: undefined symbol: vtable for std::__ndk1::basic_ostringstream<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> >

PackagingResults: Error: undefined symbol: vtable for std::__ndk1::basic_stringbuf<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> >

UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: VTT for std::__ndk1::basic_ostringstream<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> >

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.PlanarCut.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Experimental/PlanarCutPlugin/Intermediate/Build/Android/a/UnrealGame/Shipping/PlanarCut/Module.PlanarCut.cpp.o:(Eigen::SparseLU<Eigen::SparseMatrix<float, 0, int>, Eigen::COLAMDOrdering<int> >::factorize(Eigen::SparseMatrix<float, 0, int> const&))

UATHelper: Packaging (Android (ASTC)): >>> referenced by Module.PlanarCut.cpp

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Experimental/PlanarCutPlugin/Intermediate/Build/Android/a/UnrealGame/Shipping/PlanarCut/Module.PlanarCut.cpp.o:(Eigen::SparseLU<Eigen::SparseMatrix<float, 0, int>, Eigen::COLAMDOrdering<int> >::factorize(Eigen::SparseMatrix<float, 0, int> const&))

UATHelper: Packaging (Android (ASTC)): >>> referenced by ambisonic_binaural_decoder.cc

UATHelper: Packaging (Android (ASTC)): >>> C:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Runtime/ResonanceAudio/Intermediate/Build/Android/a/UnrealGame/Shipping/ResonanceAudio/ambisonic_binaural_decoder.cc.o:(FatalLogger::~FatalLogger())

PackagingResults: Error: undefined symbol: VTT for std::__ndk1::basic_ostringstream<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> >

UATHelper: Packaging (Android (ASTC)): >>> referenced 1 more times

UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation)

UATHelper: Packaging (Android (ASTC)): Trace written to file C:/Users/GDXRWork/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_5.6/UBA-EDU_Epic_Science-Android-Shipping.uba with size 7.3kb

PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)

UATHelper: Packaging (Android (ASTC)): Total time in Unreal Build Accelerator local executor: 2.98 seconds

UATHelper: Packaging (Android (ASTC)): Result: Failed (OtherCompilationError)

UATHelper: Packaging (Android (ASTC)): Total execution time: 4.50 seconds

UATHelper: Packaging (Android (ASTC)): Took 4.56s to run dotnet.exe, ExitCode=6

UATHelper: Packaging (Android (ASTC)): UnrealBuildTool failed. See log for more details. (C:\Users\GDXRWork\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.6\UBA-EDU_Epic_Science-Android-Shipping.txt)

UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 0m 5s

UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=6 (6)

UATHelper: Packaging (Android (ASTC)): BUILD FAILED

PackagingResults: Error: Unknown Error

4 months ago | [YT] | 4

GDXR

Hey everyone, I hope you’re all having a great start to your week. I just wanted to let you all know that there wont be a video upload today due to my Internet Router having a hardware issue over the weekend.

I’ve spent the last two days trying to fix it with no luck and the earliest a technician from our provider can come out is on Thursday.

I have tried hotspotting from my phone to my PC but it’s not happy with me uploading videos to YouTube. It just keeps failing.

The plan though is to try and get them uploaded for you all tomorrow, I’m going to go to a shared co working space which should have a WiFi connection and good enough internet to upload.

Hope you all have a great day.

- Jonathan

4 months ago | [YT] | 4

GDXR

Hey everyone, Part 4 of the MetaXR Series is up for Patreon and Youtube members to check out. I show how to setup hand grabbing with Hand tracking alongside motion controller grabbing. You can download the files through the Members only posts.

4 months ago | [YT] | 1

GDXR

Currently attending TechNExt at Proto in Gateshead. Just finished the first talk on using XR for use in healthcare. Some interesting stuff being shown off.

Interested in seeing what's discussed next.

If you're around, come say hello.

#VR #immersivetech #healthcare #virtualreality #XR #MR #Gateshead

6 months ago | [YT] | 11

GDXR

Hey everyone! I’m working on ways to improve the GDXR Youtube channel, the Discord community, Patreon content, and YouTube Member perks — and I’d love your input.

I’ve put together a short Google Form where you can:
- Request specific VR tutorials.
- Share what kind of content you’d like to see.
- Help me understand your goals, experience level, and platforms you use.

This is open to everyone, whether you’re a regular viewer, a dev just starting out, or someone who's been building in VR for years. Your answers will help shape the tutorials I create next and hopefully make GDXR even more useful to you all.

Thank you to those who take the time to fill it out, you can do it as many times as you like.

forms.gle/qyypPgyJuC48pF1L6

All the best,
Jonathan.

6 months ago (edited) | [YT] | 8

GDXR

Pimax Crystal Light Review

I was sent a Pimax Crystal Light for review on the GDXR channel. It arrived broken. Then I got sent parts to fix it. THEN... it got remotely bricked. No replacement in sight.

So here it is: my review of a broken headset.

Watch the full video for the story, what went wrong, and what this says about Pimax’s handling of product issues.

#Pimax #CrystalLight #VR #GDXR #TechReview #HeadsetFail #Review #VirtualReality #Gamedev

6 months ago (edited) | [YT] | 0