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motorsep's avatar
motorsep
Member
9 years ago

[Gear VR] Entitlement check with BP - how?

Reading through new rules for Gear VR developers I see that entitlement check is mandatory now. Reading through the rest of the docs here https://developer3.oculus.com/documentation/platform/1.7/concepts/pgsg-3-pw-platform-walkthrough/#pgsg-pw-e-unreal-ent I think that the docs are outdated, since Platform SDK is now included with UE4.

The link above implies compiling engine from source.

Isn't there a way to do entitlement check using BP nodes ?

If so, how should it be done?

Thanks beforehand

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  • brian_jew's avatar
    brian_jew
    Expert Protege
    Yes, in UE 4.13+ you should be able to use the "Verify Entitlement" blueprint under Oculus|Entitlement:



    On success means it passes the entitlement check and on failure means that it did not.

  • brian_jew said:

    Yes, in UE 4.13+ you should be able to use the "Verify Entitlement" blueprint under Oculus|Entitlement:

    On success means it passes the entitlement check and on failure means that it did not.


    Easy indeed, thanks!

    What's the practical application for this?

    I assume I should put it right after EventBeginPlay, but what to do if entitlement check doesn't pass?

    Also, under what circumstances entitlement check would fail to pass?
  • brian_jew's avatar
    brian_jew
    Expert Protege
    >What's the practical application for this?

    It's there as a quick way to check if someone has an entitlement to your app.  They'll have an entitlement if they purchased your app, or you gave them a key, or you added them to one of your release channels.  It's a first step check to make sure that a random person cannot use your app just because they somehow got the apk (but didn't have an entitlement).  Most devs would just exit out of the app if the check fails.

    >
    I followed step 2 and 3 of Platform Example E on this page, but UE just crashes during launch. How about you guys?

    I'll look into this.  It looks like the doc is out of date.  For 4.13, all the OSS was turned into plugins.  Before step 2, you can enable the Oculus OnlineSubsystem via Edit -> Plugins.