Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
KuckiVR's avatar
KuckiVR
Start Partner
7 years ago

How to get multiplayer working in Blueprints with Oculus Session?

Im using the Unreal Engine 4.20 with the Oculus Plugin.

Players got two options (play as pursuer or collector). This is my collector setup: 

The Player searches for a matchmaking - if there is one, he is joining the game.
                                                                 - if there is none, the player creates a new session.

But that doesn't work.
I already looked for a solution. The only thing I found was this (its abandoned)
They used C++ to get the NetId 
void UMyClass::SetPlayerNetId(APlayerController* PlayerController, FString NetId) {
FUniqueNetId* UniqueNetId = new FUniqueNetIdString(NetId);
PlayerController->PlayerState->SetUniqueId(MakeShareable(UniqueNetId));
}

In the SDK Unreal Sample they set up this:

But they also used C++:


Is it possible to create a Multiplayer Game with Blueprints and Oculus Sessions? Or do I have to use C++. For Steam I just need Blueprints.