title | description | author | ms.author | ms.date | ms.topic | keywords | appliesto | |
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Deploy to device in Unreal |
Learn everything you need to know about deploying your mixed reality Unreal apps to HoloLens 2 using the editor or device portal. |
lolambean |
lolab |
12/9/2020 |
article |
Unreal, Unreal Engine 4, UE4, HoloLens, HoloLens 2, mixed reality, deploy to device, PC, documentation, mixed reality headset, windows mixed reality headset, virtual reality headset |
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There are two ways to deploy an Unreal application to HoloLens 2:
- Directly from the Unreal editor
- As a package uploaded via the device portal
Both options require you to set up your HoloLens to use the device portal for development.
- Select the dropdown arrow next to the Launch button. Initially, the HoloLens device option will be grayed out.
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Open the Device Manager and note that your HoloLens won't automatically appear in the device list.
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Expand the Add An Unlisted Device section.
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Select HoloLens as your Platform.
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Enter your devices' IP address and port information separated by a colon as the device identifier. For example, "127.0.0.1:10080" (when connected via USB). Use your Device Portal username and password credentials.
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Hit Add and close the device manager.
- If there's an error, such as wrong address or user credentials, a message will print to the Output Log.
- Select the dropdown arrow next to the Launch button again - this time you should see the HoloLens device you just added. Select the HoloLens device to build and deploy to your HoloLens.
Note
Building for the device may involve recompiling shaders (especially on the first run)- this can take a while. Don't let the device go to sleep until the app is running (you may have to wear it). Otherwise shader compilation will fail!
You can find detailed instructions on packaging and deploying an app in the Unreal tutorial series.
If you're following the Unreal development journey we've laid out, you're in the midst of the deployment stage. From here, you can continue to adding advanced services:
[!div class="nextstepaction"] Advanced services
You can always go back to the Unreal development checkpoints at any time.