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szymon.oz's avatar
szymon.oz
Honored Guest
5 years ago

Get Oculus Identity returns No Logged In user

I try to get my ID with GetOculusIdentity node but it fails and prints out
LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus.  Make sure Oculus is running and you are entitled to the app.
Also  tried Get Oculus ID and it also returns
 No logged in user
I run Verify Entitlement before and it succeeds, I have the correct appid of my game in my DefaultEngine.ini and the account passes authentication

14 Replies

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    • robert.ooghe.1's avatar
      robert.ooghe.1
      Protege

      I'm a casual dev at this point, but I'd first encountered this issue when I was doing the Oculus Tutorial through Unreal Engine a few weeks ago. At least two others experience my same issue, which presents when trying to access Guardian functions after checking to see if Guardian is Configured, which fails, despite passing the initial Verify Entitlement.

       

      So, again, I am quite new to this but I think the "No Logged In user" warning is the larger issue, and I guess we wait for a fix from Oculus, as I assume this is a problem that only started appearing recently. The people in the thread I link to first noticed this in ~January, whereas that tutorial had worked at least as of 5/2020.

       

      I suspect something about the Facebook account merge is the root cause, as I've tested as many other factors as I can consider, and even the Unreal's course instructor had not known what could be at issue.

       

  • hey, have you filled the data usage docs? only a few minutes, you can find the link on Dashboard, until it is not done, login would fail, only entitlement check would pass. I sucked a lot because of it 😄

    • robert.ooghe.1's avatar
      robert.ooghe.1
      Protege

      Do you mean the Developer Distribution Agreement and Developer Non-Disclosure Agreement?  Yes, I did indeed sign those, though funny you should mention it as it *was* something I'd missed when I initially encountered the issue, and had high hopes that was the solution.

       

      The other area I've wondered about is the fact that the Oculuslinked Quest 2 is not *actually* Rift, though the app is designated as such (which is allegedly fine, according to the tutorial). And  I've been progressing with building it regardless, but it occurs to me maybe the Quest relationship to Android is somehow a factor. Beyond declaring the RiftAppId/OculusAppId into a Config/Android/AndroidEngine.ini, and updating Oculus ADB Drivers, and putting Android SDK and NDK into the project settings (none of which I think should be necessary), not sure what other steps to take...

  • No, at Application Dashboard, at API, you should see a userID code. if there is a text mentioning to fill a doc, do that, because it is blocking it.

    • robert.ooghe.1's avatar
      robert.ooghe.1
      Protege

      Wow- thank you!  That was exactly it.

       

      From the Dev Dash, I went to "edit details" for the app, then saw under API I still needed to do the Data Use Checkup, and selected UserID and User Profile, and permission was granted immediately (I think these must only need a request to be submitted and are auto-approved)

       

      It yet didn't fix my Guardian Issue, but at least I can rule that out as a factor.  Big help.

      • www.ModHaus.info's avatar
        www.ModHaus.info
        Protege

        Wow, I would have never figured that out! Thank you so much for the information. I got an approval email quickly after the data use checkup request, but the status of the request was set as "Pending" for the rest of the night, until the next day. Oculus Identity continued to fail at that time. The next day, I refreshed the page and it finally stated "approved." I ran a PIE in UE again, with the OculusPlatformSample Unreal Project. Get Oculus Identity now works!

    • altreality.2023's avatar
      altreality.2023
      Honored Guest

      I have done that too, fill out the data usage doc and all the permissions are granted but still I am getting empty string as username and id.

  • MetaStoreHelp It would really be helpful to get more descriptive warnings in your error messages and tooltips on the "Get Oculus Identity" blueprint node. It should specify that it will fail if the data usage/platform features have not been submitted. I just noticed an extra detail about this needing to be done every 12 months...This needs to be on the front page of the app manager, when expired, with an explicit message stating that networked features will not work without re-applying (it would be like that blue bar on the top of the Oculus desktop app warning users that they need a software update).