Please 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:)1.7KViews4likes5CommentsMATCHMAKING 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,Brandon6.7KViews2likes28CommentsCannot 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?8.1KViews2likes21CommentsMatchmaking with Epic Online Services
Hello wise people, In our Unity 6 multiplayer project, we use Normcore + Matchmaking from the Epic Online Services. When connecting users to a multiplayer game with each other using Matchmaking, and under certain circumstances that are not fully understood, so-called "free sessions" (ghost sessions without the players) can sometimes be created on the server. This usually happens when players leave the room because of unknown reason. The session doesn't immediately close when the room is empty, but it still has a duration and a broadcast period (broadcast time: about 5 minutes, duration: about 10 minutes). This could be manually triggered during testing by disconnecting the internet or crashing the project from the Unity editor. Matchmaking works correctly until these ghost sessions occur. Once they occur, no player can join any newly created sessions. Only after waiting a full 10 minutes, when all ghost sessions have disappeared, everything return to normal. Has anyone encountered this problem, and if so, how did you resolve it? The Epic Online Services SDK is limited in its settings for Unity.56Views1like1CommentOculusMatchMaker error_subcode 1891537
Hi! We have almost all the Oculus Data Use Checkup permissions, and we can't tell why we can't create a public matchmaking room any more (We realise it's being discontinued, but our games have used it for a long time) This is the error we get : (error_subcode 1891537) [OculusMatchMaker] Received create matchmaking room Error: [{"error":{"message":"This call accesses the Matchmaking platform feature, which requires certifying through the Oculus Data Use Checkup program. Please visit this page for more detail: https:\/\/developer.oculus.com\/distribute\/publish-data-use\/. If you have already completed a Data Use Checkup, please ensure that all compliance issues are resolved by visiting the Compliance Dashboard: https:\/\/developer.oculus.com\/resources\/publish-compliance-dashboard\/.","type":"OCApiException","code":10,"error_data":{},"error_subcode":1891537,"fbtrace_id":"A2Tbh26mzIjIhIoO0Q8isJl"}}] It seems to indicate we need new permissions but we have a-lot and can't see anything that's related to Matchmaking we don't have, does anyone know what the subcode is? Jon553Views1like3Comments