Oculus UE4 Multiplayer - Moderated Rooms
Hello, I am working on an Unreal Engine 4.13.1 project and I am trying to get Oculus Multiplayer integrated. In OnlineSessionInterfaceOculus.cpp Oculus has a comment that says "// For now, finding sessions will only work with moderated rooms". I was using "SEARCH_PRESENCE" for presence sessions, but I got a warning from Oculus' code that said: "LogOnline:Warning: Oculus: Only Moderated Room searches supported. Set(FName(TEXT("OCULUSMODERATEDROOMSONLY"), true, EOnlineComparisonOp::Equals) to your QuerySettings". What are moderated rooms exactly and how do they differ from presence rooms? Is there anything special I need to do when creating rooms to make sure the sessions are visible when they are "moderated rooms"? I am curious to see if anyone else out there is working on multiplayer Oculus games and what their results have been thus far. Thanks, Jacob SSolved1.5KViews0likes2Comments'False' servers showing up in Find Matchmaking Sessions
We've been having this issue where after a player joins a multiplayer match, he will sometimes leave or crash or otherwise become disconnected. When he or other players then try to join a match, the player who disconnected actually shows up in the server list as *hosting* a match. The FindMatchmakingSessions node is returning a non-working session result with the name of that disconnected player for the name of the server. Anyone else seen this? Is that a bug, and is there any way to detect that it is a bad server? The session result doesn't seem to provide any other information than NumPlayers, MaxPlayers, Server Name and ping. Maybe I can check the ping, idk, but it seems like a poor solution...742Views0likes1CommentPlease create more Oculus SDK Blueprints
Please work with Unreal and implement more Oculus SDK features as Blueprints for Unreal. Things like VoIP, Oculus Avatar integration, inviting friends to sessions/joining friend sessions, and other SDK/OSS features. This would really kickstart a lot of development teams in creating multiplayer VR games using Oculus Sub Systems and SDK features. If there is any news on this topic an Oculus Dev can share or any ETA for new BPs etc. I'd love to hear it:)1.7KViews4likes5CommentsDestroySession not working in UE4 4.25
When I call DestroySession to try and disconnect from a multiplayer session, it does not work. I am calling on the client, to try and disconnect the client. The DestroySession node returns 'Success', but the player remains in the match. Anyone know what might be the problem? Thanks!570Views0likes0CommentsFind Matchmaking Sessions - can you tell how many players are playing vs spectating?
The session result doesn't give much information - just number of players and max players and session name. Is there any way to tell how many of the players are spectators? Any way to pass other user information through from the server to clients finding matches?650Views0likes1CommentFind Matchmaking Sessions Works Once
When I create a matchmaking session, I can call Find Matchmaking Sessions and it will find the session the first time it is called; however, if I attempt to call Find Matchmaking Sessions a second time, it will succeed, but the list will be empty. Why would this be happening? Should Pool Manage Rooms: Yes Users can Create Rooms = True System Can Create Rooms = False Can unmatched users join matchmaking room = Yes Can the matchmaking service keep matching into the same room... = Yes Enable host migration... = Yes Min Users = 2 Min Preferred users = 2 Max Users = 1024 Max Preferred Users = 1024 Skill Component = None Consider Ping Time = No Also, the docs said not to set the preferred user count if you're using Browse Mode, but it automatically sets them to the same values as the min and max. And another issue I have had is when I use Find Matchmaking Sessions, it will not find ones created by other people. The issue with not being able to find matchmaking sessions was I needed to set the query param OCULUSPOOL with the Pool Name; I was still using some old code querying Moderated Rooms. Update - the first time I performed Find Matchmaking Sessions, I waited a while and eventually got a warning from the OnRoomNotificationUpdate method stating: "Session was gone before the notif came back". And here is some output from the Oculus Rooms and Matchmaking Debugger. Also note that the Room ID (second column from right) is different from when the the sessions was created and the first time it was queried. So, it seems like something is causing the room to disappear. Creation Session Find Matchmaking Session 1 Find Matchmaking Session 2 Private Rooms I started using Private Room, but I am experiencing a similar issue. Sometimes when I query of a friend's session, it fails to find the session; however, from the host's perspective it says the session is valid and in the Rooms and Matchmaking Debugger it says the room was created and joined. I found a way to make it work, but it is not a solution - the host has to destroy and recreate the session. Did another test - I created a Private Room and didn't do anything (move my character, etc) and after five minutes, a Room Notification Update occurs and that's when the session cannot be found. I was able to use the Room ID to see slightly more information - a Room Leave event occurs for some reason. Finally, I called Destroy Session and another Room Leave event occurs.922Views0likes1CommentOculus Quest testing Platform Services
On the Oculus Dashboard, when creating a new App the Oculus Quest option is not available unless you have been approved. So, what steps are required to be able to test Platform Services, such as matchmaking when sideloading a debug build onto the Quest? I was not able to create a matchmaking session because I was not entitled to the app. This was an issue I had with the Go and I had to upload a build and add my email to the build; but I am not able to create an Oculus Quest app and upload a build.Solved3KViews0likes1CommentMATCHMAKING Sessions Timeout/Fail to Connect.
Hey Unreal Oculus Community, Our matchmaking sessions started breaking recently, it seems to have happened from under us as we have many old builds that used to work that no longer. They all fail in the same way... Here is the gist of it: 1. Create a session and set the host as a listen server. (Either open the level with the parameter listen or reload the level with listen) ** We are using a browse pool, with no options. As simple as can be. 2. On the Client join the session with the same pool name. 3. Session is joined successfully (on success branch gets hit) but fails to complete as it times out, the session will end itself. 4. The host never sees the player, never even gets a sniff that they tried to connect. We have tried this with multiple machines, one on the same LAN, one not. We have a sample project ready to send to you via DropBox as well. This is in 4.18.3 using the Oculus GitHub version of the source to create a Distribution build that we have been using for many months. This problem recently showed up with NO code or content changes. Thx,Brandon6.6KViews2likes28CommentsUE4, Multiplayer game, which to choose, modemated rooms Or matchmaking?
Our game allows the player to create a host, like Diablo 2, where the host can play games in it. Other players can see the host in the list and then join and play together. I'd like to know which I can use, Moderated rooms or Matchmaking? And how to set up in FOnlineSessionSettings?449Views0likes0CommentsCannot join an Oculus session: "Cannot map local player to unique net ID"
I'm trying to create and join an Oculus session. I already succeeded in creating a session by using the Null and the Steam subsystems, but the Oculus' one seems to be more complex. Rather than using the Unreal's CreateSession and FindSessions blueprint functions I used the Oculus' CreateSession and FindMatchmakingSessions. These one are my Blueprint blocks for creating and searching/joining sessions. The session is created and found correctly (the Oculus matchmaking pool named "ciao" is the one configured on my Oculus dashboard). My problem is the JoinSession function, which actually is the one provided by Unreal, because the Oculus sdk does not provide an equivalent method, so when I call it I receive a warning message "Cannot map local player to unique net ID". How can I join a session by using blueprints? I'm also trying to create a Blueprint function library and writing the JoinSession with C++, but I don't know how to call the OnlineInterface::JoinSession method correctly. Does someone has an example of code on how to join an Oculus session?7.9KViews2likes21Comments