Forum Discussion
Fredrum
8 years agoExpert Protege
[SOLVED] Can't find the Sessions with Unreal blueprint nodes.
Hello,
I have been trying for a while now to get Unreal to find Oculus sessions that I create but nothing I do seem to make it work and I am not sure why at all.
Is this meant to work with blueprints?
I have tried with both simple default Pools, Advanced Pools and Custom Pools.
But never got a valid return from the FindMatchmakingSessions blueprint node.
I get Oculus user ID's fine so I know the basic setup is correct. Also I manage to create the session fine.
I just never seem to be able to find the sessions, allowing me to then join them.
This is one of the ways I have tried:
gets me: (note, the 'join' in the screengrab here is by the id that did the create session, ie an auto self join)
But then I don't get any data doing:
We are using UE4.18.1
Is there anyone that can clarify how this is meant to work?
I need to get that 'Result' array so that I can chose and feed into the 'Join Session'.
Cheers
Fredrik
UPDATE: The magic combination seemed to be to use a 'Custom' pool and also on the session start do a: 'open mapname?listen'.
I then managed to find the session with the above 'T' command although it seemed a bit flakey. Only works on second 'T' run for example.
[I will move the below bit to a new post with a more fitting header]
Does anyone know how I can do the joining using blueprints?
3 Replies
Replies have been turned off for this discussion
- AnonymousI'd also like to know if this is finally possible with blueprints now! :)
- www.ModHaus.infoProtege
Data use checkup request needed to be approved. I was then having all OSS features working immediately.
https://forums.oculusvr.com/t5/Unreal-Development/Get-Oculus-Identity-returns-No-Logged-In-user/m-p/837522 - VintageGreenAdventurer
I'm sorry but.... This isn't Solved
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