# Oculus Quest 2 and 3 apk crashing on start

**URL:** <https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494>\
**Category:** Unreal Engine\
**Tags:** android\
**Created:** [April 13, 2024, 4:35am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494 "2024-04-13T04:35:03Z")\
**Posts on this page:** 18\
**Page:** 1

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 13, 2024, 4:35am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/1 "2024-04-13T04:35:03Z")

</div>

Hello,  
I spent a lot of time trying to figure out why Unreal Engine would build my VR project into an apk without giving any issues, until the project was opened on the Quest 2 or 3, and then it would just quit immediately.  
I wasn’t able to get any useful logs, any specific reason or anything, until I recently discovered that FMOD was causing the apk to crash by accidentally disabling it.

With FMOD disabled, the compiled apk finally launched.

Does anyone know anything about this? Is it a memory issue, are there any guidelines or standard procedures to follow? What to do or not to do, etc?  
If anyone can help with this issue it would be extremely helpful.

Thank you for your time and hope to hear back from someone soon.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 15, 2024, 1:52am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/2 "2024-04-15T01:52:10Z")

</div>

Hi,

What version of the FMOD Integration are you using?

Our Android UE-specific documentation can be found here: [Unreal Integration | Platform Specifics - Android](https://fmod.com/docs/2.02/unreal/platform-specifics.html#android).

If you still experience the issue please let me know.

Hope this helps

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 15, 2024, 5:00am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/3 "2024-04-15T05:00:12Z")

</div>

Hi Connor, thank you for the reply.  
I am currently using version 2.02.2 and I just checked the Android documentation again.

I still have a couple of questions:

- “To deploy on Android, make sure FMODStudio is in your game’s directory, not in the Engine plugins directory.”. I do have FMOD in my Content Folder, but in order to make it work, I also need the FMOD plugin to be in the plugins folder, or it wouldn’t work, right? This is what I mean:  
 ![Screenshot 2024-04-15 081704](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/344a4a266cd9571fcb0c5530f667d0e0d056eb88.png)
- “you will need to write an APL file and drop it into the FMODStudio/Binaries/Android directory” does this mean I need to make a new file? I think this might be one of the issues.
- When the document references the DSP plugin, is that only external not included in FMOD or does that apply also with the default version of FMOD. Example: “low pass” or “high pass” would those also apply?
- " To package the Android banks add these lines to `Platforms\Android\Config\AndroidGame.ini`" I don’t seem to have any \*.ini files anywhere in that folder.

If you could please answer any of these questions it would help a lot, thanks again for the links!

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 15, 2024, 3:29pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/4 "2024-04-15T15:29:24Z")

</div>

If you need me to be more specific on anything please let me know, thank you

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 17, 2024, 4:53am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/5 "2024-04-17T04:53:03Z")

</div>

Unfortunately, I was not able to reproduce the issue.

> [@lmenchia](#):
>
> “To deploy on Android, make sure FMODStudio is in your game’s directory, not in the Engine plugins directory.”

This isn’t very clear, I have made a note to improve the wording. What this means is the plugin files should be in your UE project `Plugins` directory e.g. `E:\UEProjects\MyProject\Plugins` rather than `E:\UE Versions\UE_5.3\Engine\Plugins`. You have the FMOD integration folders in the correct location.

> [@lmenchia](#):
>
> - “you will need to write an APL file and drop it into the FMODStudio/Binaries/Android directory” does this mean I need to make a new file? I think this might be one of the issues.
> - When the document references the DSP plugin, is that only external not included in FMOD or does that apply also with the default version of FMOD. Example: “low pass” or “high pass” would those also apply?

You are not creating an `Android Plugin` you can disregard this section.

> [@lmenchia](#):
>
> " To package the Android banks add these lines to `Platforms\Android\Config\AndroidGame.ini`" I don’t seem to have any \*.ini files anywhere in that folder.

Create an `AndroidGame.ini` in the following path `"E:\UEProjects\MyProject\Platforms\Android\Config\AndroidGame.ini"`  
With the following contents:

```auto
[/Script/UnrealEd.ProjectPackagingSettings]
-DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
+DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")

```

I am surprised you can build to Android without this file as it should be reporting an error.

Can I get a screenshot of your `Build` preferences in FMOD Studio:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f2b8043d3672eccec64528c9557c47ea0d3e3a0d.png)

Are there any error logs that you can share?

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 17, 2024, 5:07pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/6 "2024-04-17T17:07:35Z")

</div>

Thanks again for your response, hopefully we can figure this out.

- About the Plugins, that is already correct. They are in the Plugins folder of the project, not the one of the Unreal Engine directory.

- Good to know about the APL FMOD plugins 👌

- I tried to add the AndroidGame.ini in the game: I had to create a whole path to the folder because it wasn’t there. Unfortunately doing this causes to not even build anymore.

- This is the screenshot of the settings so far (I also tried moving the build folder from Unreal Engine and FMOD at some point, but it didn’t make much of a difference):  

- Unfortunately, no logs - it only happens when you launch the game on the meta quest and the log is so verbose that I wasn’t able to find anything relevant to FMOD.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 19, 2024, 1:35am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/7 "2024-04-19T01:35:23Z")

</div>

Thanks for the image.

> [@lmenchia](#):
>
> I tried to add the AndroidGame.ini in the game: I had to create a whole path to the folder because it wasn’t there. Unfortunately doing this causes to not even build anymore.

Could I please get the logs when trying to build including the `.ini` file?

> [@lmenchia](#):
>
> Unfortunately, no logs - it only happens when you launch the game on the meta quest and the log is so verbose that I wasn’t able to find anything relevant to FMOD.

That is fine, could I get the whole log please?

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 20, 2024, 2:32am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/8 "2024-04-20T02:32:51Z")

</div>

I pasted the entire log. This time it didn’t build anymore (it builds when FMOD is inactive)  
[UE5\_OutputLog\_Apr19\_2024.txt](https://qa.fmod.com/uploads/short-url/kHn4XswXEoSYwk9fcdMUK9fgrDd.txt) (342.7 KB)

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 21, 2024, 10:40pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/9 "2024-04-21T22:40:50Z")

</div>

In the logs I see:

```auto
[Restrictions]
If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:
[Staging]
+RemapDirectories=(From="Foo/NoRedist", To="Foo")
Alternatively, allow list them using this syntax in DefaultGame.ini:
[Staging]
+AllowedDirectories=MyGame/Content/Foo
(see C:\Users\Owner\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\Log.txt for full exception trace)

```

This means that you are missing the `AndroindGame.ini`, could I please see the file in your UE project directory?

I notice in your Studio preferences you are missing a build path.  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b873b5b8a6218f19de3bbfc5cf57b2203584e847.png)  
Are your banks being built into your UE project?

Thanks for the logs, hope this helps

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 23, 2024, 5:52pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/10 "2024-04-23T17:52:56Z")

</div>

Hey Connor, once again thank you so much for helping out.  
I currently do not see any AndroidGame.ini (or AndroindGame.ini) file anywhere. I have DefaultGame.ini, but I don’t know if that’s what you’re looking for. I will attach that one.

> [/Script/EngineSettings.GeneralProjectSettings]  
> ProjectID=73E5D5F64138F1B4630A4C9549F085BE  
> bStartInVR=True  
> ProjectVersion=0.7.0.0  
> ProjectName=Path of Fury  
> CompanyName=TFL Studios  
> [Homepage=www.menchiari.net](http://Homepage=www.menchiari.net)  
> ProjectDisplayedTitle=NSLOCTEXT(“[/Script/EngineSettings]”, “8DAE616E4CD8C9FF7AF5F6A0218B19D8”, “Path of Fury”)  
> bAllowWindowResize=True  
> [SupportContact=leonard.menchiari@gmail.com](mailto:SupportContact=leonard.menchiari@gmail.com)
> 
> [StartupActions]  
> bAddPacks=True  
> InsertPack=(PackSource=“StarterContent.upack”,PackName=“StarterContent”)
> 
> [/Script/UnrealEd.ProjectPackagingSettings]  
> Build=IfProjectHasCode  
> BuildConfiguration=PPBC\_Development  
> BuildTarget=  
> FullRebuild=True  
> ForDistribution=False  
> IncludeDebugFiles=False  
> BlueprintNativizationMethod=Disabled  
> bIncludeNativizedAssetsInProjectGeneration=False  
> bExcludeMonolithicEngineHeadersInNativizedCode=False  
> UsePakFile=True  
> bUseIoStore=True  
> bUseZenStore=False  
> bMakeBinaryConfig=False  
> bGenerateChunks=False  
> bGenerateNoChunks=False  
> bChunkHardReferencesOnly=False  
> bForceOneChunkPerFile=False  
> MaxChunkSize=0  
> bBuildHttpChunkInstallData=False  
> HttpChunkInstallDataDirectory=(Path=“”)  
> WriteBackMetadataToAssetRegistry=Disabled  
> bCompressed=True  
> PackageCompressionFormat=Oodle  
> bForceUseProjectCompressionFormatIgnoreHardwareOverride=False  
> PackageAdditionalCompressionOptions=  
> PackageCompressionMethod=Kraken  
> PackageCompressionLevel\_DebugDevelopment=4  
> PackageCompressionLevel\_TestShipping=5  
> PackageCompressionLevel\_Distribution=7  
> PackageCompressionMinBytesSaved=1024  
> PackageCompressionMinPercentSaved=5  
> bPackageCompressionEnableDDC=False  
> PackageCompressionMinSizeToConsiderDDC=0  
> HttpChunkInstallDataVersion=  
> IncludePrerequisites=True  
> IncludeAppLocalPrerequisites=False  
> bShareMaterialShaderCode=True  
> bDeterministicShaderCodeOrder=False  
> bSharedMaterialNativeLibraries=True  
> ApplocalPrerequisitesDirectory=(Path=“”)  
> IncludeCrashReporter=False  
> InternationalizationPreset=English  
> -CulturesToStage=en  
> +CulturesToStage=en  
> LocalizationTargetCatchAllChunkId=0  
> bCookAll=False  
> bCookMapsOnly=False  
> bSkipEditorContent=False  
> bSkipMovies=False  
> -IniKeyDenylist=KeyStorePassword  
> -IniKeyDenylist=KeyPassword  
> -IniKeyDenylist=rsa.privateexp  
> -IniKeyDenylist=rsa.modulus  
> -IniKeyDenylist=rsa.publicexp  
> -IniKeyDenylist=aes.key  
> -IniKeyDenylist=SigningPublicExponent  
> -IniKeyDenylist=SigningModulus  
> -IniKeyDenylist=SigningPrivateExponent  
> -IniKeyDenylist=EncryptionKey  
> -IniKeyDenylist=DevCenterUsername  
> -IniKeyDenylist=DevCenterPassword  
> -IniKeyDenylist=IOSTeamID  
> -IniKeyDenylist=SigningCertificate  
> -IniKeyDenylist=MobileProvision  
> -IniKeyDenylist=IniKeyDenylist  
> -IniKeyDenylist=IniSectionDenylist  
> +IniKeyDenylist=KeyStorePassword  
> +IniKeyDenylist=KeyPassword  
> +IniKeyDenylist=rsa.privateexp  
> +IniKeyDenylist=rsa.modulus  
> +IniKeyDenylist=rsa.publicexp  
> +IniKeyDenylist=aes.key  
> +IniKeyDenylist=SigningPublicExponent  
> +IniKeyDenylist=SigningModulus  
> +IniKeyDenylist=SigningPrivateExponent  
> +IniKeyDenylist=EncryptionKey  
> +IniKeyDenylist=DevCenterUsername  
> +IniKeyDenylist=DevCenterPassword  
> +IniKeyDenylist=IOSTeamID  
> +IniKeyDenylist=SigningCertificate  
> +IniKeyDenylist=MobileProvision  
> +IniKeyDenylist=IniKeyDenylist  
> +IniKeyDenylist=IniSectionDenylist  
> -IniSectionDenylist=HordeStorageServers  
> -IniSectionDenylist=StorageServers  
> +IniSectionDenylist=HordeStorageServers  
> +IniSectionDenylist=StorageServers  
> +DirectoriesToAlwaysCook=(Path=“/Game/FMOD/Banks”)  
> +DirectoriesToAlwaysCook=(Path=“/Game/FMOD/Buses”)  
> +DirectoriesToAlwaysCook=(Path=“/Game/FMOD/Events”)  
> +DirectoriesToAlwaysCook=(Path=“/Game/FMOD/Reverbs”)  
> +DirectoriesToAlwaysCook=(Path=“/Game/FMOD/Snapshots”)  
> +DirectoriesToAlwaysCook=(Path=“/Game/FMOD/VCAs”)  
> +DirectoriesToAlwaysStageAsNonUFS=(Path=“FMOD/Desktop”)
> 
> [FMOD]  
> BankOutputDirectory=./Content/FMOD/Banks
> 
> [Staging]  
> +AllowedDirectories=VR\_WingChun/Content/FMOD/Banks/Desktop  
> +AllowedDirectories=VR\_WingChun/Content/FMOD/WingChun/Build/Desktop

About the build path, I have changed it, but it automatically goes empty for some reason. In this case, after choosing the correct path based on the documentation you sent me, it shows

> Built banks output directory (optional):  
> . .

As for now the path is set under Project/Content/FMOD

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 26, 2024, 12:18am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/11 "2024-04-26T00:18:19Z")

</div>

Thank you for sharing that. Unfortunately, adding the files to the `DefaultGame.ini` will not let you build to Android with FMOD.

I have my `AndroidGame.ini` file here:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/85c8bd0abd8d01dbd491ed72a6b225e63e4f91a0.png)

Please add the following to your `.ini` file:

> [@Connor\_FMOD](#):
>
> ```auto
> [/Script/UnrealEd.ProjectPackagingSettings]
> -DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
> +DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
> 
> ```

You will have to create these folders yourself. Could I get a screenshot of the `.ini` in your project once it is made?

Thanks for confirming the build path.

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 26, 2024, 1:38am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/12 "2024-04-26T01:38:37Z")

</div>

Awesome, thanks again. Just to be clear, there are a lot of ini files in the project. Can you be more specific on which ones?

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 26, 2024, 1:41am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/13 "2024-04-26T01:41:18Z")

</div>

> [@Connor\_FMOD](#):
>
> ```auto
> [/Script/UnrealEd.ProjectPackagingSettings]
> -DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Desktop")
> +DirectoriesToAlwaysStageAsNonUFS=(Path="FMOD/Mobile")
> 
> ```

I created a folder because I didn’t have anything in Platforms, only “HoloLens”. So I made a folder “Android” then in that one a folder “Config” and in that one I created a text file called “AndroidGame.ini” and inside I pasted those values exactly.  
So this should work?

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 29, 2024, 2:44am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/14 "2024-04-29T02:44:41Z")

</div>

It should, could you try packaging again and post the whole build log again? Thanks

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 29, 2024, 8:01pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/15 "2024-04-29T20:01:43Z")

</div>

Packaged again and still no luck. The project packages fine, but when I launch it on the Quest it crashes on start  
[UE5\_OutputLog\_Apr29\_2024.txt](https://qa.fmod.com/uploads/short-url/65BYFwU2ZI9qBy86DJnVAejPubn.txt) (393.0 KB)

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 29, 2024, 8:09pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/16 "2024-04-29T20:09:10Z")

</div>

I was also able to create a Meta Quest Developer Hub log that starts just before I start the app and ends right after it automatically shuts down. This log is over the course of a few seconds of opening and closing the app on the Quest headset; the crash should be reported somewhere in here probably  
[QuestLogs\_Apr29\_2024.txt](https://qa.fmod.com/uploads/short-url/9EtlD5MTUllbCie9jyyss4IprZS.txt) (18.6 KB)

---

<div class="post-metadata">

**Author:** ![lmenchia](https://avatars.discourse-cdn.com/v4/letter/l/bbe5ce/32.png) [@lmenchia](https://qa.fmod.com/u/lmenchia)\
**Post date:** [April 29, 2024, 8:54pm UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/17 "2024-04-29T20:54:55Z")

</div>

I managed to successfully make a build with FMOD:

- I created a new Virtual Reality project, and substituted everything in the content folder with the old project
- added the ini file that you mentioned with the file in it and removed the HoloLens folder since I wasn’t using it
- I packaged the project

And it worked. Thank you so much for your help! I’ll update you if anything else happens in the future.

---

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 30, 2024, 1:35am UTC](https://qa.fmod.com/t/oculus-quest-2-and-3-apk-crashing-on-start/21494/18 "2024-04-30T01:35:37Z")

</div>

Thank you for sharing your solution. If you have any more issues please let me know!
