[Unreal 5] Leaderboards are not readable
Hello, I am currently trying to implement a simple Leaderboard system. The problem is that the Leaderboard in the Meta Developer Hub doesn't get populated with new entries. I followed this tutorial on the meta documentation. I have: - An approved DUC for User ID, User Profile, User Age Group and Friends - installed and activated the Platform SDK Plugin (version 1.89.0) - Adjusted the DefaultEngine.ini - a GameInstance which handles a "Start Message Pump" and an Entitlement Check (Which runs successfully installed as .apk in the Quest) - a signed App - a version on the Meta Developer Hub in all distribution channels The Entitlement Check works on a built game installed on the Quest. Unfortunately, it's not in the Engine with VR Preview. It seems that Leaderboards calls in the built game are successful, at least that's what the boolean output says. I repeatedly get this debug message in the MQDH when the game runs On the Quest 3: Unable to load OVRMrcLib I also got messages that the call to the Leaderboards are successful, followed by an error that the Leaderboard is null. This is my Blueprint Code to get and write to a Leaderboard: I'm a bit lost at the moment. I've tried to add extra Write and Read External android permissions, add an Android.Engine.ini declaring to use the Oculus subsystem and some solutions from the internet, but unfortunately, none have worked for me. Help is much appreciated. Thank you in advance!Solved1.4KViews0likes1CommentUnreal Engine 5.0.3 Platform SDK
Hey, is there any place to access older versions of the Platform SDK for Unreal Engine 5? We just released our VR title, Kid Pilot, to Steam and were beginning the setup to release it to the Meta Store. However, we're working with Unreal Engine 5.0.3, we do have the Meta XR plugin for this engine version, but not the Platform SDK, and on the downloads page, the oldest version is 56.0, for UE 5.2.1 Any help towards finding where the older versions of the SDK can be found would be greatly appreciated.685Views0likes0CommentsCompatibility issue between Oculus Subsystem and MetaXR Platform
Using an unreal engine built from source and using the MetaXR v1.91, enabling both Oculus Subsystem Oculus and MetaXR Platform plugins at the same time in any project breaks compilation, causing link issues on the OVRPlatform library. Are there any known solution for this? example logs from a blank template project: UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: ovr_ApplicationInviteArray_GetSize UATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformCppPageRequests.cpp:152 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformCppPageRequests.cpp:152) UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.3.cpp.o:(OvrPlatform_ApplicationInvitePages_GetPageEntries(FOvrApplicationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&)) UATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformModels.cpp:1896 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformModels.cpp:1896) UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.3.cpp.o:(UOvrApplicationInvitePagesMethods::ApplicationInvitePages_GetSize(FOvrApplicationInvitePages const&)) UATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformPageRequests.cpp:219 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformPageRequests.cpp:219) UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.4.cpp.o:(std::__ndk1::__function::__func<UOvrPageRequestsBlueprintLibrary::FetchApplicationInvitePage(UObject*, EOvrForwardArrayIteratorInputPins const&, EOvrPageRequestOutputPins&, FLatentActionInfo, FOvrApplicationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&, bool&, FString&)::$_10, std::__ndk1::allocator<UOvrPageRequestsBlueprintLibrary::FetchApplicationInvitePage(UObject*, EOvrForwardArrayIteratorInputPins const&, EOvrPageRequestOutputPins&, FLatentActionInfo, FOvrAppl icationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&, bool&, FString&)::$_10>, unsigned long ()>::operator()()) UATHelper: Packaging (Android (ASTC)): >>> referenced 1 more times UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: ovr_ApplicationInviteArray_GetElement UATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformCppPageRequests.cpp:156 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformCppPageRequests.cpp:156) UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.3.cpp.o:(OvrPlatform_ApplicationInvitePages_GetPageEntries(FOvrApplicationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&)) UATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformModels.cpp:1886 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformModels.cpp:1886) UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.3.cpp.o:(UOvrApplicationInvitePagesMethods::ApplicationInvitePages_GetElement(FOvrApplicationInvitePages const&, long long)) UATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformPageRequests.cpp:223 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformPageRequests.cpp:223) UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.4.cpp.o:(std::__ndk1::__function::__func<UOvrPageRequestsBlueprintLibrary::FetchApplicationInvitePage(UObject*, EOvrForwardArrayIteratorInputPins const&, EOvrPageRequestOutputPins&, FLatentActionInfo, FOvrApplicationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&, bool&, FString&)::$_10, std::__ndk1::allocator<UOvrPageRequestsBlueprintLibrary::FetchApplicationInvitePage(UObject*, EOvrForwardArrayIteratorInputPins const&, EOvrPageRequestOutputPins&, FLatentActionInfo, FOvrAppl icationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&, bool&, FString&)::$_10>, unsigned long ()>::operator()()) UATHelper: Packaging (Android (ASTC)): >>> referenced 1 more times2.2KViews2likes5Commentsovr_GetLoggedInUserID In MetaXR Platform for Unreal Engine always return 0
At the moment, at the beginning of the scene, the initialization of the platform and IAD connection is taking place, it is being performed successfully. From DefaultEngine.ini, I select Oculus Email and OculusPassword for the user, in this case the ovr_GetLoggedInUserID query returns 0, just like there is a line in the log stating that "Warning LogOnlineIdentity Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app." Inside the application, the dashboard has all the necessary, up-to-date permissions to request data, however, as I wrote above, the login does not pass under any circumstances, at the moment I am at a dead end, if someone knows how to solve this problem, please write here.882Views0likes0CommentsApp Insta crashing after enabling MetaXRPlatform
Hi! My app instantly crashes when i try to open it after enabling the MetaXRPlatform plugin. It works flawlessly without the MetaXRPlatform. Testing on Quest 3 Built with Unreal 5.2.1 Meta Plugin V57 (1.89.0) MetaXRPlatform v57 (1.89.0) I've also tested with both Meta and Platform Plugins v56 (1.88.0) The only error i get is when i try to Logcat and i find this: cannot locate symbol "ovr_ApplicationInviteArray_GetSize" referenced by "/data/app/~~bvSnDS-fNz3PZusLcHZUYQ==/com.xxxxx.xxxxxx-sz5bGExZ1nd9G_ukRcJkgA==/lib/arm64/libUnreal.so"...Solved1.1KViews0likes1CommentOculus subsystem and dedicated server connection issue
My game has an open world running on a dedicated server where clients can join and leave any time. It also has PvP sessions using Oculus' matchmaking service. To use the matchmaking service I have to use the OculusNetConnection net driver. If I set this up in DefaultEngine.ini, then clients can host/join games, but they are not able to connect to the dedicated server due to 'Connection TIMED OUT'. If I roll back to the default UE4 netdriver, then clients can join to the dedicated server, but obviously they can't make sessions. How can I connect to the dedicated server using OculusNetConnection? Here is the DefaultEngine.ini: [OnlineSubsystem] DefaultPlatformService=Oculus bHasVoiceEnabled=true [OnlineSubsystemOculus] bEnabled=true OculusAppId=********************** RiftAppID=********************** [Voice] bEnabled=true [/Script/OnlineSubsystemOculus.OculusNetDriver] ServerTravelPause=4.0 [/Script/Engine.GameEngine] +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemOculus.OculusNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver") [/Script/OnlineSubsystemOculus.OculusNetDriver] NetConnectionClassName="/Script/OnlineSubsystemOculus.OculusNetConnection" [/Script/Engine.NetDriver] AllowPeerConnections=False AllowPeerVoice=False ConnectionTimeout=60.0 InitialConnectTimeout=60.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=10000 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 MaxPortCountToTry=5121.7KViews1like3CommentsUnclear on the Oculus Platform SDK numbering
On this page it says that the Oculus Platform SDK is on version 23.0. https://developer.oculus.com/downloads/package/oculus-platform-sdk/ But on this page it says that Unreal 4.25 uses Oculus Platform SDK version 1.52.0 https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/ How are those numbers related? Are the two "Oculus Platform SDK"'s different things with the exact same name? Does the second page refer to the plugin version?535Views0likes0CommentsPlease update the Unreal Oculus Platform SDK Sample Project
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working. Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here. Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes. And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints. Also, Avatar SDK in combination with multiplayer... Also a in depth guide on how to do all the Oculus SDK things and a tutorial for a fully working sample game with every SDK feature in it would be amazing. Maybe Unreal could provide a template to download. I love you guys at Oculus and Unreal, but please help the UE4 VR devs a bit more in creating amazing multiplayer experiences:)3.2KViews3likes13CommentsBetter Blueprint support for Oculus platform SDK features
I was wondering if Oculus is currently working on better blueprint support for Oculus platform SDK features or what their plans are for the future. Especially implementing Oculus Avatars via Blueprints only, VoIP, and Friends Invites would be really great to have. @NinjaGaijin, maybe you could give us some insight on what Oculus' plans are for this?1.7KViews3likes5Comments