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I can't get the entitlement check to work!

Fredrum
Expert Protege

Hi All,

using Unreal 4.14 and blueprints I cannot seem to be able to get the entitlement check to work.
It just crashes(fails) every time. I think I have done what is needed but maybe you can tell something that I am missing?

-  The Oculus subsystem plugin is loaded.
- I have added a DefaultEngine.ini into a 'Config' folder in the project root.
- I addded the blueprint node that does the check to my startup levels Level Blueprint.

Is there anything else I need to do?

EDIT:  Btw, this is a No c++ project, so far. And with the Oculus subsystem now being a plugin would I need to do any of the build file edits as I see described elsewhere?


Cheers, Fred

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8 REPLIES 8

brian_jew
Expert Protege
Hi,

Can you check if in your oculus dashboard you've set yourself to be on one of the release channels for the app?  You can check to see if you've done everything in our FAQ for entitlements: https://developer3.oculus.com/documentation/platform/latest/concepts/dg-cc-entitlements/#dg-cc-entitlements-d9258e129

You should be able to see your own app in your Oculus library (possibly under "Not Installed").  If you see that there, then the entitlement check should pass

Fredrum
Expert Protege

Hi and Yes I am indeed one of the people added to the release channel.
I have also tried with my alt ID that I'm using for my other dev workstation. Both part of the relevant organisation.
I get fails on both.

My app does show up under the Library.
And I can play it if I remove the entl check blueprint bits before uploading. (so it shows up in Library even without the entitlement check added)

But when the entitlement check blue print node is there it always seem to trigger a 'fail'.

About the Oculus Subsystem plugin, would I still need to do the edits in my build.cs files etc, even if I use the now bundled plugin?  Or was that for earlier code implementations of the subsystem.
I tried adding those bits too but it still made it crash.

Fredrum
Expert Protege

brian_jew said:

Hi,

Can you check if in your oculus dashboard you've set yourself to be on one of the release channels for the app?  You can check to see if you've done everything in our FAQ for entitlements: https://developer3.oculus.com/documentation/platform/latest/concepts/dg-cc-entitlements/#dg-cc-entitlements-d9258e129

You should be able to see your own app in your Oculus library (possibly under "Not Installed").  If you see that there, then the entitlement check should pass




Hi Brian,

did you guys figure anything out or have any other suggestions of what I seem to be missing?

Cheers, Fred

Fredrum
Expert Protege

Hi,

thanks that's great to know I don't need to edit the build files. My uncertainty on that was muddling things a bit.

I definitely have that plugin loaded and have tried multiple time checking on and off and on again.

EDIT: Have you guys definitely got it working there with 4.14 and blueprints?


Cheers
Fred

brian_jew
Expert Protege
Hmm, I'm not able to repro your bug, and it looks like our configuration is setup the same:

I have UE4.14.0 from the Epic Launcher and have a Blueprint project there.

I have the Oculus.exe also open and running.

I have the following in my DefaultEngine.ini:
[OnlineSubsystem]
DefaultPlatformService=Oculus

[OnlineSubsystemOculus]
bEnabled=true
OculusAppId=<my_app_id>

Under Edit -> Plugins.  OnlinePlatform tab, I have the Online Subsystem Oculus enabled.  v1.8

I have this in my blueprint level:
qg3jtyiyvkzo.png



I then Play -> "Standalone Game".  And was able to see it print "Success"
In Oculus.exe I see in my library that my game has the spinner over it and it says "Now Playing"

Fredrum
Expert Protege

Thanks a lot Brian for helping me double check this!
I haven't had time yet to get back and re-test this stuff, probably with a clean project next time but I will soon and I'll post back here then. Cheers, Fred

Fredrum
Expert Protege
I have tried in a clean project now and it looks like it's working!
I'm surprised that it also seems to work when I'm doing PIE (Play In Editor) in UE.

I think your main issue is that you had quotes wrapped around the number for the OculusAppID. It should be the number by itself.