Forum Discussion
Ham1ton
6 years agoProtege
Unreal Multiplayer issue Joining Session
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else having multiplayer issue in Unreal recently? I feel like something changed and I just don't know about it.
25 Replies
- evgeny.oculusProtege
Any solution in 2025?
- staniekmarcinProtege
Hi, try my solution for this. Waiting for being approved by oculus but helped many people (including myself xd).
https://github.com/Oculus-VR/UnrealEngine/pull/154- jose_jaramilloExplorer
Didn't work.
I included this line in the AndroidEngine.ini in Config\Android
[OnlineSubsystem]
DefaultPlatformService=Oculus
and it stopped crashing, but it won't travel to the server's map.- AdamUE4Honored Guest
Were you ever able to get this working? I've also been trying for weeks now and am starting to think it's not possible in 4.26
- jose_jaramilloExplorer
Hello everyone.
Has anyone happen to make this work? I've been trying to make this work for about 2 weeks and I'm still in the same spot: I can create a session, a client CAN find that session but CANNOT join it properly. If I build using the installed version of UE 4.27, the client joins the session, but it just stays there waiting, no travelling to the listen server map. If I build using the UE 4.27 source, the clint finds the session, but when trying to join, it crashes...
I also tried modifying the OculusNetDriver.cpp and IPAddressOculus.h, but there is no difference.
It's making me crazy jajajaThank
- VintageGreenAdventurer
Join Session still not working after removing steam vr and steam advanced sessions and making sure the project matches the dependencies for .uproject and .ini files etc.. from unreal sample but using OSS oculus bp and join session doesn't find the correct map on the host VR headset still over matchmaking pool but its always joining but not traveling even with turtle rock fixes applied and all sorts of crazy setting changes
- VintageGreenAdventurer
I've done 3 weeks of 24/7 testing, Join Session does not work atm, please need a solution or fixed source
- VintageGreenAdventurer
Still can't get it working I've copied all of the .uproject .ini etc.. info from the sample project and now my app is crashing on the headset
Working again after rolling back and resetting and rebuilding project
disabling steamVR caused crashing but deleting intermediate folder etc. and rebuilding fixed it - VintageGreenAdventurer
Join session doesn't work finds wrong map or doesn't see map hosted set to listen.
Headset #1
[2021.05.14-12.16.46:220][ 88]LogBlueprintUserMessages: [VRGameInstance_C_2147482596] Created Session Successful!
[2021.05.14-12.16.46:221][ 88]LogGameMode: Display: Match State Changed from InProgress to LeavingMap
[2021.05.14-12.16.46:221][ 88]LogGameState: Match State Changed from InProgress to LeavingMap
[2021.05.14-12.16.46:221][ 88]LogNet: Browse: /Game/VirtualRealityBP/Maps/map2?listen
[2021.05.14-12.16.46:231][ 88]LogHMD: FSplash::DoShow
[2021.05.14-12.16.46:231][ 88]LogLoad: LoadMap: /Game/VirtualRealityBP/Maps/map2?listen
[2021.05.14-11.24.11:314][815]LogWorld: Bringing World /Game/VirtualRealityBP/Maps/map2.map2 up for play (max tick rate 0) at 2021.05.14-07.24.11
[2021.05.14-11.24.11:315][815]LogWorld: Bringing up level for play took: 0.007358
[2021.05.14-11.24.11:355][815]LogOnlineIdentity: Display: OSS: FOnlineIdentityGooglePlay::GetPlayerNickname
[2021.05.14-11.24.11:356][815]LogOnlineVoice: Oculus: Stopping networked voice for user: 0
[2021.05.14-11.24.11:356][815]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
[2021.05.14-11.24.11:356][815]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2021.05.14-11.24.11:356][815]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress
[2021.05.14-11.24.11:362][815]LogGameState: Match State Changed from WaitingToStart to InProgress
[2021.05.14-11.24.11:362][815]LogHMD: FSplash::OnPostLoadMap Hide Auto Splash
[2021.05.14-11.24.11:363][815]LogLoad: Took 0.487080 seconds to LoadMap(/Game/VirtualRealityBP/Maps/map2)
Headset #2
[2021.05.12-02.27.18:202][432]LogOnlineSession: OSS: Join session: traveling to 3928780467239151.oculus [2021.05.12-02.27.18:203][432]LogGameMode: Display: Match State Changed from InProgress to LeavingMap [2021.05.12-02.27.18:203][432]LogGameState: Match State Changed from InProgress to LeavingMap [2021.05.12-02.27.18:203][432]LogNet: Browse: 3928780467239151.oculus/Game/VirtualRealityBP/Maps/Map1[2021.05.12-02.27.18:204][432]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2021.05.12-02.27.21:288][709]LogSlate: Slate User Unregistered. User Index 8
[2021.05.12-02.27.21:289][709]LogSlate: Slate User Destroyed. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.21:289][709]LogSlate: Slate User Unregistered. User Index 8
[2021.05.12-02.27.23:906][944]LogSlate: New Slate User Created. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.23:906][944]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.27:738][288]LogOnlineSession: Warning: Oculus: Session (GameSession) already exists, can't join twice
Why is the other headset always joining but trying to load a map that it can't load?
Server browser will show two players in the game, but the headset trying to join does nothing after a while it reloads the default map after it fails to join the wrong map.
The other headset will always see the other headsets ID, Player count set. But it wont see the correct map loaded and hosted and set to listen? - VintageGreenAdventurer
[2021.05.12-02.27.18:202][432]LogOnlineSession: OSS: Join session: traveling to 3928780467239151.oculus [2021.05.12-02.27.18:203][432]LogGameMode: Display: Match State Changed from InProgress to LeavingMap [2021.05.12-02.27.18:203][432]LogGameState: Match State Changed from InProgress to LeavingMap [2021.05.12-02.27.18:203][432]LogNet: Browse: 3928780467239151.oculus/Game/VirtualRealityBP/Maps/Map1 [2021.05.12-02.27.18:204][432]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)[2021.05.12-02.27.21:288][709]LogSlate: Slate User Unregistered. User Index 8
[2021.05.12-02.27.21:289][709]LogSlate: Slate User Destroyed. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.21:289][709]LogSlate: Slate User Unregistered. User Index 8
[2021.05.12-02.27.23:906][944]LogSlate: New Slate User Created. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.23:906][944]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.27:738][288]LogOnlineSession: Warning: Oculus: Session (GameSession) already exists, can't join twice
it keeps trying to load the wrong level other headset - VintageGreenAdventurer
This doesn't fix anything using 4.26 and the oculus build source of Unreal.
- twistedpixel_bobExpert ProtegeI've been trying to resolve this issue. In the debugger, neither of those functions mentioned above is called when I try to join a session between a Quest and a Rift. ? Instead, it looks like it is calling FOnlineSessionOculus::GetResolvedConnectString().In the StatelessConnectHandlerComponent::Tick, it just calls NotifyHandshakeBegin() over and over, and the state never changes to InitializedOnLocal. It never connects.
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