Proper way to replicate Oculus Quest hand tracking
Hello, iam on Unreal 4.26 (Launcher version) and iam trying to replicate the hand tracking for an multiplayer experience. My pawn has a body and two motioncontrollers which are being replicated nicely. Now I added the Oculus hand components, for the left and right hand and it works only for my locally controlled pawn. The other players can't see my gestures, the only thing being replicated is the hands position but not the animations/gestures. Checking "Component Replicates" didn't help at all. Any ideas? My pawn:3.8KViews1like3CommentsMultiplayer with full body tracking movement applies to all players and mannequins (skeletal meshes)
We are developing a multiplayer VR game. We correctly implemented full body tracking using live link and animation blueprint and it works for one player. The problem arises when multiple players join, then each player controls ALL other players skeletal meshes. So, for example, I'm player one there are 5 more players around me. When I move, all the other players skeletal meshes move on my screen in tandem. This is not a replication issue because if we DONT use the live link everything is correctly displayed (for example using tw bone IK). Basically the plugin/live-link targets all mannequins(skeletal meshes) in the map and not just the one that's being controlled. Another example to make it clearer: even when playing in single player, offline, if i place 5 actors but im possessing only 1 actor, all 5 actors move in sync instead of just the one im possessing.Solved2KViews0likes3CommentsOculus 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 SSolved1.5KViews0likes2CommentsJoinSession Crashes Game w/ Oculus Online Subsystem
I am amazed anyone is able to get Oculus platform features working. I am desperately seeking advice from someone who has and might be able to help me resolve this issue. I'm using UE4.27 but also had the issue with UE4.26. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool: I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server: There is another event on my GameInstance that can be called to join the first multiplayer session it finds: When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" entries in the MatchMaking debugger within the Developer Dashboard. When Headset B calls JoinAnyMultiplayerSession the application is able to successfully find the session created by Headset A (I can see the oculus username, ping, # players, etc) but when it calls the JoinSession node the application on Headset B (client) crashes with this stacktrace: ''' Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 in tid 26349 (GameThread), pid 26301 (on.Redacted) *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/18371800151900000:user/release-keys' Revision: '0' ABI: 'arm64' Timestamp: 2021-09-20 22:09:13-0400 pid: 26301, tid: 26349, name: GameThread >>> com.redacted.Redacted <<< uid: 10708 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 x0 0000007c88bab220 x1 dddddddddddddddd x2 ffffffffbbbbbbba x3 dddddddd99999997 x4 0000007c44766dda x5 000000000000000a x6 00410056004e0049 x7 000000440049004c x8 7fffffffdddde000 x9 000000007fffffff x10 0000000000000000 x11 000000000000003e x12 0000007c87f37b00 x13 000000000000001e x14 0000000000000000 x15 0000000000000032 x16 0000007cc25d5588 x17 0000007db227e0c0 x18 00000000000009bc x19 dddddddddddddddd x20 ffffffffdddddddd x21 0000007d20573060 x22 0000007cc8548020 x23 0000007d20573030 x24 0000007d20bf1ec0 x25 0000007cc8548020 x26 0000007cc8541c40 x27 0000000000000000 x28 0000500000000000 x29 0000007cc85417b0 sp 0000007cc8541780 lr 0000007cbbdac860 pc 0000007db227e0e0 backtrace: #00 pc 000000000007e0e0 /apex/com.android.runtime/lib64/bionic/libc.so (memcpy+32) (BuildId: a6e0ca3a9989715134d1d1e2126e0f7a) #01 pc 00000000091e56b0 /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (FOnlineSessionNull::JoinSession(int, FName, FOnlineSessionSearchResult const&)+484) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #02 pc 00000000088d575c /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (UJoinSessionCallbackProxy::Activate()+292) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #03 pc 000000000004debc <anonymous:7c89c40000> ''' I've determined the specific line that is failing is OnlineSessionInterface.cpp:702 where the call to SearchSessionInfo->HostAddr->Clone() is made: I'm not sure if it's related (seems likely) but leaderboards also don't work for me. My call to "Write Leaderboard Integer" reports success but I never see any scores posted to my leaderboard when I look in the Developer Dashboard. Is it expected for FOnlineSubsystemNull to be used when I have the Oculus Online Subsystem enabled? Some sort of optimization since both of my headsets are on my LAN? Seems wrong to me but other oculus platform features are working, like creating a multiplayer session or finding available sessions. Totally confusing and frustrating. I've read the docs over and over. I've tried every suggestion I can find, including those in this reddit thread. I tried unsuccessfully to get the UE4/Oculus realtime debugger working so I've been limited to log message debugging. I am desperate to find a solution to get leaderboards and matchmaking working with the Oculus Online Subsystem. If anyone has an idea of what it could be, or something to try, please let me know! I've run out of ideas.4KViews0likes4CommentsUE4 Multiplayer
Hello all, Has anyone managed to get the online subsystem working between 2 headsets yet ? I have been playing around for around a week and still no luck !. It seems to be to complicated for what it is surely there must be a step by step guide on how to successfully connect 2 headset together.3.7KViews3likes8Commentsdedicated server crashes when vr client joins due to oculus handtracking check
I’m working on a VR multiplayer project that relies on dedicated servers, and whenever I connect to a dedicated server with a VR player, it crashes. I’ve done this test with Desktop clients connecting, and there’s no issue. Also tested this on other projects and even tried using Oculus’ source build of 4.27. The way I found that it was related to the Oculus plugin was running a debugger on a debug server build, which crashed and showed an error on the FOculusHandTracking::IsHandTrackingEnabled function. I made the function return false early and this fixed the crash, but I’m concern of this making Quest hand tracking not work. I was thinking that maybe there’s a solution that I’m missing. Thanks.Solved2.4KViews0likes4CommentsApp crashes when calling JoinSession w/ Oculus Online Subsystem
Getting the Oculus platform services working with Unreal has been unbelievably painful. I'm using UE4.27 and my game is nearly ready for AppLab submission but I cannot figure out why my app crashes when joining a multiplayer session. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool: I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server: There is another event on my GameInstance that can be called to join the first multiplayer session it finds: When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" entries in the MatchMaking debugger within the Developer Dashboard. When Headset B calls JoinAnyMultiplayerSession the application is able to successfully find the session created by Headset A (I can see the oculus username, ping, # players, etc in the results) but when it calls the JoinSession blueprint node the application on Headset B (client) crashes with this stacktrace: ''' Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 in tid 26349 (GameThread), pid 26301 (on.Redacted) *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/18371800151900000:user/release-keys' Revision: '0' ABI: 'arm64' Timestamp: 2021-09-20 22:09:13-0400 pid: 26301, tid: 26349, name: GameThread >>> com.redacted.Redacted <<< uid: 10708 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 x0 0000007c88bab220 x1 dddddddddddddddd x2 ffffffffbbbbbbba x3 dddddddd99999997 x4 0000007c44766dda x5 000000000000000a x6 00410056004e0049 x7 000000440049004c x8 7fffffffdddde000 x9 000000007fffffff x10 0000000000000000 x11 000000000000003e x12 0000007c87f37b00 x13 000000000000001e x14 0000000000000000 x15 0000000000000032 x16 0000007cc25d5588 x17 0000007db227e0c0 x18 00000000000009bc x19 dddddddddddddddd x20 ffffffffdddddddd x21 0000007d20573060 x22 0000007cc8548020 x23 0000007d20573030 x24 0000007d20bf1ec0 x25 0000007cc8548020 x26 0000007cc8541c40 x27 0000000000000000 x28 0000500000000000 x29 0000007cc85417b0 sp 0000007cc8541780 lr 0000007cbbdac860 pc 0000007db227e0e0 backtrace: #00 pc 000000000007e0e0 /apex/com.android.runtime/lib64/bionic/libc.so (memcpy+32) (BuildId: a6e0ca3a9989715134d1d1e2126e0f7a) #01 pc 00000000091e56b0 /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (FOnlineSessionNull::JoinSession(int, FName, FOnlineSessionSearchResult const&)+484) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #02 pc 00000000088d575c /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (UJoinSessionCallbackProxy::Activate()+292) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #03 pc 000000000004debc <anonymous:7c89c40000> ''' I've determined the specific line that is failing is OnlineSessionInterface.cpp:702 where the call to SearchSessionInfo->HostAddr->Clone() is made: I'm not sure if it's related (seems likely) but leaderboards also don't work for me. My call to "Write Leaderboard Integer" reports success but I never see any scores posted to my leaderboard when I look in the Developer Dashboard. Is it expected for FOnlineSubsystemNull to be used when I have the Oculus Online Subsystem enabled? Some sort of optimization since both of my headsets are on my LAN? Seems wrong to me but other oculus platform features are working, like creating a multiplayer session or finding available sessions. Totally confusing and frustrating. I've read the docs over and over. I've tried every suggestion I can find, including those in this reddit thread. I tried unsuccessfully to get the UE4/Oculus realtime debugger working so I've been limited to log message debugging. I am dying to find a solution to get leaderboards and matchmaking working. If anyone has an idea of what it could be, or something to try, please let me know! I've run out of ideas.3.4KViews0likes5CommentsCrashing 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.2.6KViews0likes6CommentsBroadcastNetworkFailure : Your connection to the host has been lost.
I'm getting this error often when I leave a multiplayer match and try to rejoin. It doesn't happen every time. When I leave the match, DestroySession says it succeeded every time. And then it has no problem finding the match - but when I try to connect, I get this error. Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver OculusNetDriver_2147481580 [2020.05.04-21.53.40:239][381]LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost. Does anyone know what causes this?3.1KViews2likes1CommentOculus quest multiplayer for UE4
Hello, i want to develop oculus quest multiplayer app, with the sessions, host and listeners. How i should to develop multiplayer with Oculus SDK? Coz in the steam, i can find a lot of tutorials how to connect SDK, how to do a host or listener, via blueprints (it's great and easy) c++, and other parts. It's will be good to have tutorials how setup Oculus SDK (i think from Oculus UE4 version) how to do a multiplayer setup with oculus documentation, a simple multiplayer project or video tutorials (will be the best for UE4 devs, coz we like blueprints and visual parts) it's will be helpful.1.1KViews1like1Comment