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Eanir
5 years agoProtege
Can't find/join to matchmaking session [UE 4.24.3]
I'm having a problem finding and joining to sessions with UE4.24.3 (Oculus integration). I have set up a pool and I can create a session and travel the host to a map with open level and ?listen. The session is created, I can see it in the matchmaking debugger and app UI, however clients cannot see any sessions. DefaultEngine.ini has been setup, I followed the advices here: https://forums.oculusvr.com/developer/discussion/72595/fixes-for-common-ue4-oculus-platform-issues-before-submitting-to-store#latest
I uploaded the build to the RC channel, and tested it with another user, who is subscribed to that channel.
I look for sessions by opening the UI, which generates clickable buttons for every session. Clicking on these buttons should join the client to that particular session. The Find Matchmaking Sessions node succeeds, but Results array is length 0. Any advice about what i am doing wrong would be much appreciated. ::smile:
2 Replies
- EanirProtegeI tried the UnrealSample in the PlatformSDK, i can't join to the listen server either. The client is getting timed out. Shouldn't the Oculus Online subsystem be version 1.40? I have 1.32, just did a pull today.
- VintageGreenAdventurer
There is a bug that prevents join session from seeing the correct map hosted on another headset. No matter What I do the log on client headset, always shows the incorrect level. But the correct adjacent headset oculus ID and number of players set for the session. On Join the server will say there are two players but the client never travels.
You can prove you game works online by setting up Null as default in editor and use advanced sessions just fine setting the map as a property in the extra array the join session will always travel to the right map there.
There is an issue with either join session not seeing the other headsets current map or the matchmaking pool never getting the map loaded and set to listen. And since there is no way to set it on that node we are kinda stuck having to figure out how to do it in C++ possibly but the documentation there is a bit rough too.
And the Documentation for Blueprint matchmaking has errors like how its says for you to pass the session name to the Join session matchmaking node, but that isn't even possible you pass the sessionbluepint by ref to it. I have no idea why they would say pass sessionname alone when that is apart of the sessionblueprint ref?
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