[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?3.1KViews1like3CommentsAny way to use ovr_Room_LaunchInvitableUserFlow from the SessionInterface?
We're trying to just test the Oculus' provided UI for sending an invite to a friend, but this doesn't seem to be available via the Session interface in Unreal. Is there a way to do this or do we have to perform all of our work in native ovr_ land?408Views0likes1Comment