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New Participant
May 24, 2019

[UE4] Packaging for Android runs Windows's OnlineSubsystem code

Hello,

I'm trying to package our Quest app with an AppID to connect with Oculus's online systems. I've followed the instructions here:
https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unreal-gsg/

And now, upon packaging for Android_ASTC, we're seeing the following line in the output:
LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()

LogOnline: Warning: Oculus: Could not find 'RiftAppId' key in engine config.  Trying 'OculusAppId'.  Move your oculus app id to 'RiftAppId' to use in your rift app and make this warning go away.
GetSignatureToken get_signature error: Missing entitlement for 2174122759369539 (1971031)
GetUserID failed: Must call get_signature first (1971051)
OAF response error [WindowsPlatform::GetGKValue]: Must call get_signature first (1971051)
Failed to fetch FBNS credentials from OAF: Must call get_signature first (1971051)
requestOafRoomUpdate response error: Must call get_signature first (1971051)
requestOafLaunchDetailsUpdate response error: Must call get_signature first (1971051)
LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus.  Make sure Oculus is running and you are entitled to the app.

Why is it going through the Windows code as opposed to Android? What am I missing? Please note that the apk packages fine and our app runs on our Quests.

UE 4.22.1
Oculus VR 1.36.0
Online Subsystem Oculus 1.32.0

    10 replies

    New Participant
    May 26, 2019
    I was getting a similar issue, try deleting the Oculus Online Subsystem folder from "C:\Program Files\Epic Games\UE_4.22\Engine\Plugins\Online\OnlineSubsystemOculus" and replacing it with one downloaded from source, that fixed it for me I hope it does for you
    New Participant
    May 29, 2019
    We're building our own source so I guess that's essentially the same...
    New Participant
    July 26, 2019
    We are having the same issue here, Just wondering if you have got it solved...
    New Participant
    September 11, 2019
    Same issue
    Up and Coming
    February 13, 2020
    Anyone know this fix for this?
    Participant
    February 15, 2020
    I am facing the same issue. Does anyone know how to fix it? If yes please share as I am having trouble without the solution.
    Up and Coming
    February 20, 2020
    @NinjaGaijin any ideas about this?

    Up and Coming
    January 13, 2021
    I'm currently getting exactly the same message with UE4.24.3 engine provided by Oculus, when building for Quest, but fortunately the build process does not fail.
    Moreover, the entitlement check works in the game startup (by VerifyEntitlement Bp node), but user login always fails (GetOculusIdentity).
    Any idea? Thanks.
    PS:
    We also have a PC AppID, if I use that there are no building errors, and if I build for Win, both entitlement and user check works fine.
    staniekmarcin
    Inspiring
    January 31, 2022

    Hi for "Moreover, the entitlement check works in the game startup (by VerifyEntitlement Bp node), but user login always fails (GetOculusIdentity)." you have to get permission for using User Data in Developer Dashboard. It fixed for me.

    New Participant
    February 12, 2024

    I have a similar problem, I described it here: https://communityforums.atmeta.com/t5/Unreal-VR-Development/ovr-GetLoggedInUserID-In-MetaXR-Platform...
    If there is any solution, please contact me, or write an answer in my post, thank you.