11-11-2017 10:11 PM
11-11-2017 10:24 PM
11-12-2017 11:13 AM
11-13-2017 09:55 AM
tomotor said:
Hi there,
The latest update of the Oculus app that is automatically updated has introduced a problem for me that has broken the entitlement check and the ability to talk to the Oculus platform for our app we are working on. To reproduce this problem create a new blank app in UE4, go to plugins and check off the Oculus Online Subsystem add the following to the level blueprint:
Add a test app to developer.oculus.com and get the App ID
Then go to DefaultEngine.ini, add the following[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=true
OculusAppId=(The App ID from above)
Then restart UE4 and run the app in VR preview or selected viewport and see the following in the log:
....LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app....LogOnline: Error: Oculus: Failed the entitlement check: OVR6139226LogBlueprintUserMessages: [Minimal_Default_C_0] Failure...
This is with UE4.18.0, but I am seeing this too in 4.15.3 with Oculus 1.14, and this problem is grinding everything to a halt for us.
Thanks
11-14-2017 03:15 PM
imperativity said:
@toddsdk
Oddly enough we cannot reproduce this on our end.
Here is some commentary from our integration team:
"it's possible that developers might be mis-remembering and launching their old apps through the release channel, but their machine isn't configured for local development. So when the new version is out, they try opening the project and side-loading and it fails."
11-14-2017 04:32 PM
11-15-2017 10:31 AM
tomotor said:
Thanks for looking in to this, Imperativity. I think I figured out the problem here. Entitlement used to run outside of the release channel system. In my organization on developer.oculus.com I could set up admins, developers and test accounts and give any of these an entitlement to the app I am testing by simply checking them off. According to what I have seen in the documentation and what has worked so far this should work.
With the update though I am not seeing an entitlement until I upload something to the release channel and then add myself or whoever else as a user using their email address from the Manage Builds page and have them click the link on the email accepting the invitation.
So we appear to have found a way through this problem, though the old system was easier and more intuitive, and it didn't seem obvious to anyone that this was the missing step. If there is documentation anywhere spelling this process out I haven't seen it.
One thing though I want to point out is that the Upload New Alpha page in the Manage Builds section tells you to be sure to implement the entitlement check before you upload anything, but uploading something is a prerequisite step to setting up the entitlement, so I recommend changing the instructions or the process to be more intuitive.
Also in developer.oculus.com in the Settings section under Members, if you Manage Apps for a user it says "Please select the apps which tomotor is entitled to as a developer" and the checkboxes there don't actually give an entitlement.
It would be convenient too to be able to check off users and test users that you have added to your organization in the section where you add users to the Alpha channel. I haven't tried, but I'm not sure if its going to be possible to give an entitlement to test users as oculus makes up email addresses for them.
Thanks again
11-15-2017 11:26 AM
11-15-2017 04:01 PM
tomotor said:
Hi, the release channel includes the alpha channel, so if I have the nomenclature right, the release channel includes the store, beta, RC and alpha channels. I think you can upload to any channel in there or even add a new channel. The upload doesn't have to be the same package you are testing, just needs to be a zip file with an executable in there. I used the native sample application.
> Does that mean we need to upload a build before we can give entitlements now?
That's my theory based on what I had to do to get it to work. I'd be interested to hear a confirmation of that from Oculus.
11-19-2017 11:55 AM