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Spastic
9 years agoHonored Guest
Unreal cook issue with online subsystem
We're using the Oculus platform SDK integration, and previously we had a hack to work around a cooking crash with the Oculus online subsystem (basically just ignoring it and continuing on if FOnlineSubsystemOculusModule wasn't able to load the online subsystem). There was a different crash even with that workaround when we updated to the official integration in 4.13 though, so I followed the suggestion in the readme and made sure to init Oculus in our plugin so it'll be loaded before the cook starts. That did fix the problem when I'm running it on my machine, but on our build farm where the cooks are normally done it doesn't work, since we don't have the Oculus runtimes installed there. I went ahead and installed them, but it's kind of a gross solution since these are headless machines without video cards, and although the Oculus software will install it won't launch, and I assume won't auto-update. That means when a new platform SDK drops I'll need to go manually uninstall and reinstall the Oculus software on all the build machines.
Is there any workaround for these cases? We really shouldn't need the Oculus runtimes to cook since we're not executing any calls into them, so it would be nice if we didn't have to have them.
Is there any workaround for these cases? We really shouldn't need the Oculus runtimes to cook since we're not executing any calls into them, so it would be nice if we didn't have to have them.
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- lmcquadeExplorerHi Spastic,
I believe this was fixed in 1.8.0, which you grab from GitHub here:
https://github.com/Oculus-VR/UnrealEngine/releases/tag/oculus-4.13.1-release-1.8.0
https://github.com/Oculus-VR/UnrealEngine/releases/tag/oculus-4.12.5-release-1.8.0
Loren - SpasticHonored GuestOh, ok, I was under the impression 1.8 was included in 4.13. I'll get the latest.
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