Compatibility 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 times2.2KViews2likes5Comments4.26.2 Project Crashes on Launcher at start when I have Oculus Online Subsystem plugin Enabled
Hi guys, how you all doing? I'm having a problem with trying to add Oculus online Subsystem working on my project that it keeps crashing every time i try to run it on my Quest 2 and i dont know why. I though it had something to do with my blueprints that i created, so i tried to create a new project with just adding the Oculus online Subsystem but it keeps doing the same error and i dont know what to do. I tried searching the internet for answers but alas didnt found anything that could help me. If someone knows why this is happening i would be very grateful of you could help me. Thanks in advance! If you need more information let me know! PS: im using the SDK 29 and NDK r21b1.1KViews0likes0CommentsError when trying to build for Quest using OSS Oculus and always leads to crashes.
I'm using Unreal 4.26 binary from the Launcher, and every time I try to build my app with OSS Oculus enabled I get the following error; To me it seems like it's always running the Windows version of the OSS and not the Android version, even tough I specify the build to be for Android_ASTC. This error does not stop the build process and a package is made, I can run it on my Quest, but it always crashes on start. If I remove the OSS it works perfectly. I'm working on a multiplayer project so the OSS (Online SubSystem) is needed. I tried changing the code and rebuilding the OSS Oculus removing all the "#if PLATFORM" to try and force it to always use Android but had no results. Any help guys?843Views1like1CommentHow to get Quest username in UE4 multiplayer game?
I can use the GetOculusIdentity Node and it returns an 'Oculus ID' and an 'Oculus Name'. On a Rift, the id is a long number and the name is my username. On a Quest, the ID is a long number and the name is another long number - or rather "localhost-8373737383838837837", something like that. How do I get the username? There must be a way - the quest username I want shows up as the server name if the quest is hosting a match, for example. But how do you get to it? This is in Unreal 4.24 Oculus source version from Github.643Views0likes0CommentsFindMatchmakingSessions intermittent
I'm using the Oculus Online Subsystem in Unreal 4.22.1. I'm then creating a session and a listen server fine. If then on a client I call FindMatchMakingSessions, it only sees the active session about 1 in 20 calls. I'm testing both ends on different machines and Oculus logins from an alpha channel. Anyone else see this or have any fixes? The whole thing works fine with the Steam OSS.1.2KViews0likes2Comments