Hello there,I've looked into adding basic support for "Invite Friend to
Session", "Accept Invite", "Reject Invite" and "React to Invite".Now I
did things like these with Steam already, but it seems like Oculus
didn't implement all needed functions.He...
Hello everyone,I'm currently setting up a test project to make sure
everything related to hosting and joining a session is working.I enabled
full debugging on the Logs of UE4 as well as using the Tools you provide
for listing active rooms.The setup:I...
Hey there,I tried to resolve this on my own and found your post first.As
this hasn't been solved yet, I wanted to make sure to redirect you and
everyone who finds this thread to my own thread, as I posted the answer
there.https://forums.oculusvr.com/...
Sorry for the super late response. This is a bug on Oculus end and got
resolved in 4.19.Just get the latest UE4 version and you should be able
to join again.
Alright, think I got it to work. For anyone being interested, here are
parts of my code for this:GameInstance.cppvoid UMRGameInstance::Init(){
Super::Init(); IOnlineSubsystem* OnlineSub =
Online::GetSubsystem(GetWorld(), OCULUS_SUBSYSTEM); if (Online...
@imperativity Thanks for the answer! I have a slight problem with
listening to the Invite Request.You guys are popping your message queue
in your TaskManager of your OnlineSubsystem Integration in its Tick.So
each Frame you iterate over all Messages ...
To speed this up a bit, here is what you guys are saving:for (size_t
FriendIndex = 0; FriendIndex < UserNum; ++FriendIndex){ auto Friend =
ovr_UserArray_GetElement(UserArray, FriendIndex); auto FriendId =
ovr_User_GetID(Friend); auto FriendDisplayNam...