[Quest] Handling client logout events on quitting the application
Hi there, I have a client-server model setup where the Quest is a client, connected to an external dedicated server via an IP connection. I can force the Quest to handle a logout by interacting with a UI or pressing a button however I'm wondering if there's a way to automatically have the client disconnect from the server when the application is closed using the Quest's external quit menu? (Pressing the Oculus button and choosing 'Quit') The issue I'm experiencing is that the Quest is still connected to the server even after the application has closed. This results in: - The client's pawn still visible and inactive on the server - The client unable to rejoin the session as it's still technically connected. All help is welcome and appreciated. Thanks, Jackson.890Views1like1CommentUE4 Linux Server
Looking in to setting up a dedicated UE4 server for our game with Oculus OSS support but it seems Linux is not a supported platform. Am I taking crazy pills? We have Android support but not Linux? What am I supposed to do here? A Windows server? Who does that? What the hell is going on?523Views1like0CommentsDedicated server with Oculus Voice
Hello! SculptrVR multiplayer currently runs on dedicated servers in the cloud. I want to use Oculus voice in this setup. Right now when I try to open a voice connection with another player it connects, but then never receives any data and times out. I believe this is because I'm not using an Oculus Net Connection since we're connected to the dedicated server directly. If I try to establish a session and connect, I think players will be connecting directly to eachother instead of to the dedicated server. The server cannot create a session since it's on Linux and has no Oculus SDK or Oculus account. Is there a way to get Oculus voice working with dedicated servers? Second question: can users connect in voice chat where one is on PC and one is Go/GearVR/Quest? These titles have different app IDs, but multiplayer works between them through dedicated servers. Thanks! -Nathan811Views0likes1CommentHeadset Rendering Broken While Playing In Editor With a Dedicated Server
Hiya, Our project relies on game logic that is server side however it's currently not possible to test in editor with the 'Run Dedicated Server' box checked using an Oculus headset. Nothing is rendered to the headset. We think the cause is the dedicated server child process creating an ovr session and stealing headset focus. The sdk never receives a render frame because dedicated servers have no render thread. On closer inspection it seems that the problem is that the oculus engine plugin uses the IsRunningDedicatedServer() function in several places to check if there is a render thread. The problem is that IsRunningDedicatedServer() returns false when running from an editor context. A consistent way to tell if you are running from a dedicated server is to get a reference to the world context then check the netmode, though I don't know whether it's even possible to get reference to the world from the plugin code. The bug has made testing dedicated server logic very slow as we have to create a packaged build every time we want to test in headset. Any help, fix, or workaround would be really appreciated.643Views0likes1Comment