Hello - I’m trying to use GStreamer inside of an Unreal app that is being deployed to a Meta Quest 3 headset. I am working off of this existing Unreal-GStreamer plugin which works well for Unreal apps deployed on Windows.
I have successfully built the GStreamer Android tutorials in Android Studio, and have loaded those APKs onto the Quest headset to verify that they work (they do). I have also been able to build my Unreal app with the static GStreamer libraries to the point where I can verify that gst_init is working on the headset when the app is loaded.
However, when the app tries to build a pipeline using gst_parse_launch with the config string “videotestsrc pattern=snow ! video/x-raw,width=(int)512,height=(int)512,format=(string)RGBA,framerate=(fraction)30/1 ! appsink name=sink” I am getting the error that gst_parse_launch failed and that it can’t find element videotestsrc.
Does this error mean that it can’t find the shared library file libgstreamer_android.so? Other than this shared library file, do any other GStreamer files needed to be copied to the headset alongside the APK? Forgive my lack of Android knowledge, but I’m unclear on why gst_parse_launch can’t find the videotestsrc element. I have copied libgstreamer_android.so onto the headset and it was built with all of the gstreamer plugins included using the GSTREAMER_PLUGINS section of the in the Android.mk file.
Any advice on what specific gstreamer files are needed to be deployed alongside the APK (built with Unreal) would be much appreciated!