Crashing on Join Session for build with Oculus Go
Hello, I'm working on a multiplayer project for the Oculus Go (Using Unreal 4.21 Launcher version). I've been able to create a build and upload it to the store for alpha. I can host a session on one Oculus Go just fine. And the second can search and find the session. However I'm running into an issue when I attempt to join a session on the second Oculus Go device. It Immediately crashes to the home screen. I've attempted changing to different maps. Sanity checking every plugin I have. And escalated it with friends who speak about the Samsung error (As seen in crash logs supplied) But no one knows how to fix it. Any help would be greatly appreciated. Thank you.2.6KViews0likes6Comments[UE4.18.3] "JoinSession" node is not traveling to the Servers map
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'm using the Launcher Version of 4.18.3. The project was created with that version, so not updates happened. I'm packaging the projected and using this version on both PCs. Both PCs have Oculus Home running and a Rift connected. The "MainMenu" map is called "TestMap", while the "GamePlayMap" is called "GamePlayMap". Creating a session opens "GamePlayMap" as a ListenServer. What does work: Both Player's Entitlement check is successful. PlayerA can "Create" a Session for a BROWSE POOL (CUSTOM_POOL). PlayerA travels to the "GamePlayMap" as a ListenServer. PlayerB can "Find" the Session via that BROWSE POOL (CUSTOM_POOL). Calling "Join Session" on the Session result connects PlayerB to PlayerA. Dumping the Session Information on PlayerA shows PlayerBs ID etc. Your online tool shows both people in the same room. What does not work: PlayerB is not actively traveling to the correct map. The log files show that he's trying to travel to the "TestMap", while PlayerA is on the "GamePlayMap". What did you try to resolve this: I went ahead and made sure it's not caused by the GameMode class. That was GameModeBase and is now GameMode. No change though. I tried calling "open ID.oculus", didn't work at all. I tried hosting with PlayerB and let PlayerA join. Same result. What is your desired endresult: Once hosting and joining via the normal "Create", "Find" and "Join" Session nodes works, I would like to use the "FindSessionById" function to join a room directly. For that I forced my way into your private headers to get access to the UniqueNetID of Oculus and retrieve the ovrID as a String for now. That will then be send to GameSparks, which sends this ID to all Players (here PlayerB) so they can search the Session and join. Now for this I would love the JoinSession function to work first though. Any help would be appreciated. Kind regards, Cedric13KViews0likes15Comments[SOLVED] Can't find the Sessions with Unreal blueprint nodes.
Hello, I have been trying for a while now to get Unreal to find Oculus sessions that I create but nothing I do seem to make it work and I am not sure why at all. Is this meant to work with blueprints? I have tried with both simple default Pools, Advanced Pools and Custom Pools. But never got a valid return from the FindMatchmakingSessions blueprint node. I get Oculus user ID's fine so I know the basic setup is correct. Also I manage to create the session fine. I just never seem to be able to find the sessions, allowing me to then join them. This is one of the ways I have tried: gets me: (note, the 'join' in the screengrab here is by the id that did the create session, ie an auto self join) But then I don't get any data doing: We are using UE4.18.1 Is there anyone that can clarify how this is meant to work? I need to get that 'Result' array so that I can chose and feed into the 'Join Session'. Cheers Fredrik UPDATE: The magic combination seemed to be to use a 'Custom' pool and also on the session start do a: 'open mapname?listen'. I then managed to find the session with the above 'T' command although it seemed a bit flakey. Only works on second 'T' run for example. [I will move the below bit to a new post with a more fitting header] The problem is still that the second player doesn't get moved to the map opened by the first player (in listen mode). It was suggested to me that I should be able to do : 'open oculusIdOfListenServerPlayer.oculus' to make the second player join, but that is not working. Does anyone know how I can do the joining using blueprints?3KViews1like3Comments[Unreal] Unable to join session
I read in the forum that there were some updates/fixes regarding Oculus Sub Systems so I tried to create and join a session today (create session with a "Browse Pool" and joining via "Join Session", all via blueprints) and after finding the session I (still) can not join the session with the client (no connection is being established and no map is being opened). I was using the Unreal Studio multiplayer project preset and simply changed the relevant session nodes to the Oculus BP nodes. I also changed the DefaultEngine.ini, added the entitlement check and activated the Oculus Sub System Plugin. Unreal version 4.21.1 (Epic Launcher version) I packaged the project for testing so it should not be using the wrong net driver. Attached you can find the logs and my Engine.ini file. Here are the project files if anybody wants to have a look at them: http://gofile.me/3trey/KMSNNsOFb Does anybody know, what I need to change to get it to work?1.3KViews0likes3CommentsCannot join a session anymore
Since two days I'm not able anymore to join a session. We have a listen server which starts an Oculus session with a valid matchmaking pool and some other clients which search for it and join it. On the listen server side it correctly creates the session and opens the level with the "?listen" parameter; On the client side the session is found, when trying to join it succeeds (I see the call to the delegate OnJoinSessionComplete with Success) but then it does not open the level, neither the users can listen one each other. The only interesting things I see in the log are the following: [2018.11.08-14.54.52:191][783]VoiceSessionLog: OnJoinSessionComplete: Success [2018.11.08-14.54.52:191][783]VoiceSessionLog: Registering remote talker 1483781508382744 [2018.11.08-14.54.52:191][783]VoiceSessionLog: Remote talker registered: 1483781508382744 [2018.11.08-14.54.52:192][783]LogNet: Browse: 1483781508382744.oculus//Game/Maps/StartMap [2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for GameNetDriver [2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for OculusNetDriver_0 [2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for PendingNetDriver [2018.11.08-14.54.52:192][783]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2018.11.08-14.55.07:825][190]LogVoice: Warning: 1483781508382744 timed out In these three days we changed nothing, and none of our applications (four apps) works anymore. Did you change something on your side? Do we need to modify the connection some way? We use UE 4.19.2, the Oculus' version of the engine. May you help us to investigate? It is an urgent problem. Thanks ADDITIONAL DETAILS: In some previous log files (when it worked) I also see these rows, which now I can't see anymore. [2018.10.31-15.52.09:625][211]LogHandshake: SendChallengeResponse. Timestamp: 20.742823, Cookie: 255120151072099173030100234249012201097026085177018060056185 [2018.10.31-15.52.09:634][212]LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID It seems something goes wrong with the handshake (UPendingNetGame::SendInitialJoin, from code, should be called when the handshake has been completed).1.5KViews1like3CommentsCannot 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