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Entitlement Check failure in VRCValidator but engine reports success

3DLive
Explorer

Hi there,

I have already attempted to reach out to submission support for this issue but was directed here for further assistance. We are in the process of uploading a finished VR build to the store and are being denied due to a failure on the entitlement check. We are unable to get our entitlement check to succeed within the VRCValidator application, nor through the automated VRC system that is completed after upload. However, we have properly integrated the Oculus Subsystem plugin in Unreal, added the correct App ID in the settings, and confirmed that Unreal Engine thinks the check is succeeding, yet it still fails in the validator.

Is there another step we may be missing, or something wrong with doing the test on a local build? Has anyone experienced similar issues doing the entitlement check in UE4? We are packaging the app in Unreal Engine 4.18 w/ Oculus Subsystem plugin version 1.16

Thank you for your time!

Ian

1 ACCEPTED SOLUTION

Accepted Solutions

3DLive
Explorer
For anyone else experiencing this same issue, it appears the solution was that although the check was succeeding internally, the project was using C++ and hence needed the Oculus modules added to its Build.cs file. I figured this was only if you needed access to the Native C++ APIs but you'll need them no matter what if it is a code project. The build needed the following code added to the Build.cs file (LibOVRPlatform is the only addition to the public dependencies, though no sure it's necessary):
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "LibOVRPlatform" });

PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemOculus" });
Hope this helps other users with the same issue!

View solution in original post

1 REPLY 1

3DLive
Explorer
For anyone else experiencing this same issue, it appears the solution was that although the check was succeeding internally, the project was using C++ and hence needed the Oculus modules added to its Build.cs file. I figured this was only if you needed access to the Native C++ APIs but you'll need them no matter what if it is a code project. The build needed the following code added to the Build.cs file (LibOVRPlatform is the only addition to the public dependencies, though no sure it's necessary):
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "LibOVRPlatform" });

PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemOculus" });
Hope this helps other users with the same issue!