09-16-2019 06:36 AM
05-15-2021 05:45 AM - edited 05-15-2021 09:20 AM
Join Session still not working after removing steam vr and steam advanced sessions and making sure the project matches the dependencies for .uproject and .ini files etc.. from unreal sample but using OSS oculus bp and join session doesn't find the correct map on the host VR headset still over matchmaking pool but its always joining but not traveling even with turtle rock fixes applied and all sorts of crazy setting changes
04-06-2022 02:18 PM - edited 04-06-2022 02:21 PM
Hello everyone.
Has anyone happen to make this work? I've been trying to make this work for about 2 weeks and I'm still in the same spot: I can create a session, a client CAN find that session but CANNOT join it properly. If I build using the installed version of UE 4.27, the client joins the session, but it just stays there waiting, no travelling to the listen server map. If I build using the UE 4.27 source, the clint finds the session, but when trying to join, it crashes...
I also tried modifying the OculusNetDriver.cpp and IPAddressOculus.h, but there is no difference.
It's making me crazy jajaja
Thank
04-06-2022 11:46 PM
Hi, try my solution for this. Waiting for being approved by oculus but helped many people (including myself xd).
https://github.com/Oculus-VR/UnrealEngine/pull/154
04-07-2022 08:08 AM
Didn't work.
I included this line in the AndroidEngine.ini in Config\Android
[OnlineSubsystem]
DefaultPlatformService=Oculus
and it stopped crashing, but it won't travel to the server's map.
10-01-2022 06:54 PM
Were you ever able to get this working? I've also been trying for weeks now and am starting to think it's not possible in 4.26