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75 replies

Participant
December 30, 2021

Sorry, my mistake, just use test users 🙂

Up and Coming
January 7, 2022

OK im at a dead end with options now so hopefully one of you guys can point me in the right direction as it seems you have gotten further then I have 😅

 

So to summarise in steps -

1. I have compiled the project from github source just fine and opens in editor.

2. Created the app in Oculus Dev Dashboard and added all Data checks and legal docs etc

3. Correctly added the App ID into defaultengine.ini

4. Uploaded a signed distribution build to dashboard via Oculus Platform window in project settings

5. Added test users to the app in dashboard and can see it available in their profiles on device.

 

Now initially I cannot get the project to play in editor and error log says that the app has no entitlement. I then presumed that this would be solved by opening the app on device via a logged in test user profile but still no luck. What could I be missing? How did you guys get it to work? Did you get it to work in editor play or does it only work on device?

 

Thanks for any pointers!

prozac
Meta Employee
January 7, 2022

Are you installing to device from the uploaded build on the store? You must get the app from the store as the store modifies the apk to pass the entitlement check. Sideloaded apps won't pass entitlement.

Up and Coming
January 7, 2022

OK still no luck on the upload of a fresh properly configured APK to dashboard. App loads as far as the "oculus Samples" splash scene then crashes. Strangely my HMD is not creating any device logs either so i cant even check those to see what the issue is.

Up and Coming
January 7, 2022

Yes fresh app was loaded into test users profile from applab but crashes on app load. Ill try again with a fresh upload as I was changing the values of MobileAppID and RiftAppID around to see what happened as it was giving me errors in editor but now I realise it doesnt work in editor anyway. Thanks for the response Ill feedback shortly.

Up and Coming
January 11, 2022

Finally got this working thanks to pro_zac speedy response! So my next puzzle to figure out - In each of my rooms is a Video player powered by a media player source. Ideally I want all users in the room to be watching the video from the same timecode position, is this a possibility?

prozac
Meta Employee
January 11, 2022

Great! Glad to hear it's working for you.

 

As for synchronizing the video, you can use Unreal's replication or RPCs.

https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/Actors/

 

You shouldn't need to touch anything in Photon to make this work.

 

The master client should dictate the timecode, and the other clients can seek to that time. 

Up and Coming
January 18, 2022

We are finding that the current floating 3rd person camera setup doesnt work too well in our experience and feels lessimmersive than standard 1st person VR camera. Is there a simple way to swap the functionality to a first person view whilst retaining all the features of the multiplayer stuff like the player name floating above head etc.

 

Our scene requires some object grabbing which is why it requires first person view ideally

prozac
Meta Employee
February 8, 2022

That's definitely odd for the app to show in ODH and not be launchable. Regardless, the app should show up on device. It will no longer be under "Unknown Sources" since the package name is now associated with a store app. Look for it along side your other apps installed from the store.

 

What build configuration are you using? If debug, switch to development instead.

 

You might also try manually uninstalling. The .bat should have uninstalled before reinstalling, but maybe force uninstall to be safe.

 

 

Up and Coming
February 10, 2022

Not sure if you know about Ready Player Me - https://readyplayer.me/ but we plan to use them to supply the avatars for our multiplayers. They have an Unreal plugin which works very simply by importing the avatar via glb at runtime from their server via a unique URL. They assure us that it is possible to use this method for multiplayer by pulling in all users avatar URLs and storing them on client server (HMD) and sharing those avatar URLs to all connected players. Do you think this will work with this shared spaces setup? When moving from room to room will this create some issues? 

 

Recommended steps by RPM Developers -

 

- On the client, have a savefile that stores the avatar url for that player

- Once connected, client calls some reliable server RPC to tell it the avatar URL

- Server updates a replicated variable with a repnotify

- Clients get repnotify, download avatar

Inspiring
February 17, 2022

Hello, I have a question, can the example that is downloaded from git hub be transferred to another project that has already been created?
Let me explain, I have already created a project, so to this project I add the plugins that are used in the sharedSpaces and I do all the configuration that is mentioned in the gitHub documentation. Now I create the sharedspacesfunctionlibrary library in my project and copy what is in the SharedSpaces project with the only change that the SHAREDSPACES_API changes it to the name of my app, I try to compile sharedspacesfunctionlibrary in my project but I always get an error and I cannot compile.
If I compile the example project of SharedSpaces it compiles without problems this library but in my project it does not. I don't know if there's something I'm doing wrong, thanks in advance for your help.

Inspiring
February 17, 2022

I will leave the solution in case someone finds it useful in the future. In order for it to compile correctly in my project, I had to add the following to my Build.cs.

PrivateDependencyModuleNames.AddRange(new string[] { "Json",
"JsonUtilities",
"LibOVRPlatform",
"OculusUtils", });

Up and Coming
March 3, 2022

Are there any plans to update the Oculus branch of Unreal / Shared Spaces project to UE5?

March 3, 2022

I think they will eventually, do you need help with anything in particular?  

Up and Coming
March 4, 2022

Im trying to integrate the Unreal Web Browser into my game/level as a 3D widget. It works fine on desktop and in editor but on Quest it only shows a blank screen. In UE5 they updated the web browser to latest Chromium framework which has solved a few things from a Javascript perspective

Inspiring
April 19, 2022

Does anyone know how to disable this in the editor? I must always give play as client, so that it is served and it takes a long time to start.

typeeh
Participant
May 30, 2022

 

 

 

Inspiring
May 31, 2022

hi. I saw that you asked something about the steps to sign the apk and be able to upload the apk to alpha? do you still have the doubt?

typeeh
Participant
May 31, 2022

Yes - but i found my issue - I didnt have Distribution set on ( was not set in the shared spaces example)

 

Im now stuck on :

I have made a project and its in alpha and downloaded to two headsets ok.

my other head set ( not dev account) has a error in the log in game that say ' group presence failed to be set ... invites will not be set"

 

I am stuck now...

PS. no new to UE4 

 

Inspiring
May 31, 2022

I'm glad you were able to fix the distribution issue. Now regarding your problem, it is because the 2 accounts must be developers, I suppose that this is because the app is in alpha. Try putting the second account in the developer of your app. Tell me if that works for you.

typeeh
Participant
May 31, 2022

ok will do- so if we want players to test it that are not developers that would be another setup..?

 

 

typeeh
Participant
May 31, 2022

Hey Thanks ! That worked... Finally.... I wonder if we moved it up to beta non devs could test it.... 

 

Now we hope to actually start putting in our own game moded , I couldnt export the plugin to our game , I am having to do it the other way around.

Inspiring
May 31, 2022

It would be to test in beta, if you do, tell me.
Regarding exporting the plugin for an already created game or a new one if possible. I have a guide that I made for my co-workers, if you like I can leave it here.