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artberry's avatar
artberry
Explorer
10 years ago
Solved

How to apply entitlement check?

I'm using 4.11 Unreal engine.

I copied oculus plugin to the Plugins folder.

And I edited DefaultEngine.ini

I attached 
PrivateDependencyModuleNames.Add("OnlineSubsystem"); to the projectName.build.cs file


MyProjectName.build.cs


MyActor.h

MyActor.cpp


LevelBluePrint 

I game toggled trigger and crashed.


at this point. I don't know where is wrong.

Help me please. thank you.
  • The plugin in https://developer3.oculus.com/downloads/platform/1.8.0/Oculus_Platform_SDK/ should support UE4.10 - UE4.12.  UE4.13 and on would have the plugin integrated directly in the engine.

    It looks like you are trying to use it with a blueprint.  There's a built-in entitlement check under Oculus -> Entitlement:



    You can then act on what to do if the player passes or fails.  (It doesn't take in an actor because there's only one logged in user per machine)
  • Speaking of 1.8.0, it won't be in official UE4 release until 4.14 :(

7 Replies

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  • Afaik 4.11 doesn't even support latest SDK. You have to use 4.13
  • I tested 1.2.1 plugins version 

    It also crashed too. 

    I will try to test in unreal 4.13
  • brian_jew's avatar
    brian_jew
    Expert Protege
    The plugin in https://developer3.oculus.com/downloads/platform/1.8.0/Oculus_Platform_SDK/ should support UE4.10 - UE4.12.  UE4.13 and on would have the plugin integrated directly in the engine.

    It looks like you are trying to use it with a blueprint.  There's a built-in entitlement check under Oculus -> Entitlement:



    You can then act on what to do if the player passes or fails.  (It doesn't take in an actor because there's only one logged in user per machine)
  • Speaking of 1.8.0, it won't be in official UE4 release until 4.14 :(
  • sporx's avatar
    sporx
    Start Member
    I am using the blueprint node as well.  When testing a build in the Alpha Channel of the build depots, the app passes and I can play the game i'm developing.  When testing a stand-alone version that has been packaged to my desktop, the entitlement fails and shuts down the program after generating a message as intended.  This behavior leads me to believe that entitlement has been correctly implemented (with *.ini modification, and game.build.cs code implemented), however submission validation results indicate that entitlement checks fail.  Any advice in the matter would be appreciated.  Using UE 4.14.  
  • Using 4.15 and cant see any Entitlement Verification in the standard tool ?

    HELP !!!

  • brian_jew said:

    The plugin in https://developer3.oculus.com/downloads/platform/1.8.0/Oculus_Platform_SDK/ should support UE4.10 - UE4.12.  UE4.13 and on would have the plugin integrated directly in the engine.

    It looks like you are trying to use it with a blueprint.  There's a built-in entitlement check under Oculus -> Entitlement:



    You can then act on what to do if the player passes or fails.  (It doesn't take in an actor because there's only one logged in user per machine)



    I have implemented this on our latest VR app, but keeps being rejected by your "Review Process" I have checked the user logged in on my machine and it works...I don't know where to go now...as there is no way to test this at my end ...