Full Quest Support Attempt Progress: Update 6
Added 2025-01-05 02:13:25 +0000 UTCHello everyone, hope you had a good holiday. I have some AMAZING, and some bad news.
The bad news is that ALL of my previous animation has had a very bad migration and integration with unreal engine 5. Not only that, my animation files have redundant data and compatibility issues with Quest. As in it wont even let me package the game with those animation files included.
This is an emotional blow to me, as i hate animation. This also pushes the deadline back a bit, but transitions into the amazing news.
I had experimented in the past with characters that you can manually grab and pose, like you can in so many of the other VR porn games. However, unreal engine 4 didn't really have the proper toolset to do this easily.
BUT UNREAL ENGINE 5 DOES!

So, since this is a wonderful feature i can now do, i am going to focus on this for the next version of the game instead of animations (at least for the time being). This should get around the animations issues i have been experiencing.
Setup Engine Unreal 5 for Quest development
Successfully build a blank project for Quest Standalone Platform
Successfully build advanced VR project for Quest AND SteamVR Platforms
AutoDetect platform and determine optimal performance settings
Connect Engine and project into Source control
Migrate all prior existing utility library assets and infrastructure
Successfully Re-Integrate Desktop Controls
Slowly Migrate all existing code, plugins and assets into new project
Address Skeletal Mesh, animation and rigging issues
Polish and address any issues that might arise, particularly performance
Release First Quest Version