Failure to connect using Oculus online subsystem
Using the oculus online subsystem I have not been able to join another users session (matchmaking or room). I've integrated the Unreal OVR SDK sample, added my oculus app ID, changed the matchmaking key to my own which is user and system created, and am running two separate packaged instanced on separate machines that are using separate internet connections so that unreal doesn't revert to it's own subsystem that I've seen can happen automatically over LAN. I can search for sessions correctly and see what oculus user is hosting but always fail to join. I've included my log files that show a connection being attempted but I can't figure out the exact issue that's stopping a connection from being accepted. The pertinent line seems to be: [2021.05.22-00.56.06:086][226]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 4097954510325963.oculus, Name: OculusNetConnection_2147482471, Driver: PendingNetDriver OculusNetDriver_2147482472, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID Also after I call the 'join session' node in BP I get a successful response but in the log I get [2021.05.22-00.56.02:491][903]LogOnline: Warning: OSS: The World Does Not Exist. I am including the network map in the list of maps to include in a packaged build. This is how I'm calling the create session/ join session: Here is a link the same question on Unreal answers where I've uploaded the full log file of the client trying to connect (couldn't see how to upload it here) https://answers.unrealengine.com/questions/1031252/failure-to-connect-to-oculus-subsystem-session.html#comment-1031252-form Thank you for any help, I've been working on this for 3 days *crying emoji*Solved6.3KViews0likes4CommentsDeploying to Oculus Quest Error, Missing Oculus Subsystem Module
When I deploy to the quest from Unreal Engine, I get the following error: "LogModuleManager: Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null." From what it looks like the module for the oculus subsystem is not being included with the package for android and I'm not sure why this would be happening. My build.cs is setup as follows: PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "UMG", "LibOVRPlatform", "OnlineSubsystem", "OnlineSubsystemUtils" }); PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemOculus" }); PublicDefinitions.Add("HMD_MODULE_INCLUDED=1"); } My .uproject file is setup as: { "FileVersion": 3, "EngineAssociation": "4.22", "Category": "VR Projects", "Description": "", "Modules": [ { "Name": "KrazyKarts", "Type": "Runtime", "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", "OnlineSubsystemUtils", "UMG" ] } ], "Plugins": [ { "Name": "SteamVR", "Enabled": false }, { "Name": "MagicLeap", "Enabled": false, "SupportedTargetPlatforms": [ "Lumin" ] }, { "Name": "OnlineSubsystemIOS", "Enabled": false, "SupportedTargetPlatforms": [ "IOS", "TVOS" ] }, { "Name": "PerforceSourceControl", "Enabled": false }, { "Name": "PhysXVehicles", "Enabled": false }, { "Name": "OnlineSubsystemOculus", "Enabled": true } ], "TargetPlatforms": [ "Android", "WindowsNoEditor" ] } DefaultEngine.ini is setup as: [OnlineSubsystem] DefaultPlatformService=Oculus [OnlineSubsystemOculus] bEnabled=true OculusAppId=[my app id] RiftAppId=[my app id] Android/AndroidEngine.ini [OnlineSubsystem] DefaultPlatformService=Oculus The oculus online subsystem is enabled in my plugins along with the oculus VR plugin, anything related to steam VR is also disabled. Is there a way to explicitly ensure that the Oculus Online Subsystem is packaged with my project? I believe the issue is stemming from there1.2KViews0likes1CommentCrash on server when a client joins the session
We're trying to update our projects to Unreal 4.18.2, in order to support Oculus Dash within our app. The same app worked with UE 4.16.3 but crashes with this new version of the engine. It crashes on server side as soon as a client tries to join the server's session- The app crashes with this error message: Assertion failed: NumberOfFreeBits >= 0 [File:D:\UnrealEngine-4.18.2-release\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 1431] The engine is the one of Epic, version 4.18.2, downloaded from github and built on our side. As it happened in the past, it works correctly with the Null Online Subsystem, but crashes when using the Oculus's one. The same happened with the version 4.18.1 (don't know if also with 4.18.0). May you investigate on what is the cause of the error?774Views0likes1CommentServerTravel not working properly
We have a matchmaking session, created by a server (a listen server) and joined by one or more clients. Once joined, all the clients (and server) are correctly spawned on the map (the one chosen by the server). At some point, the server wants everyone travels with them on a new map, so it calls the command "servertravel" by indicating the name of the new map. If we perform it with the Null subsystem it works properly, and every player is spawned on the new map. The same is not true for the Oculus subsystem. What we have is the following log: [2017.10.19-10.10.16:027][880]LogNet: Browse: 1483781508382744.oculus//Game/Maps/Museo?game=/Game/Proteus_Multi/MultiGM.MultiGM_C [2017.10.19-10.10.16:027][880]LogNet: World NetDriver shutdown OculusNetDriver_1 [GameNetDriver] [2017.10.19-10.10.16:027][880]LogNet: DestroyNamedNetDriver OculusNetDriver_1 [GameNetDriver] [2017.10.19-10.10.16:027][880]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_1, Driver: GameNetDriver OculusNetDriver_1, IsServer: NO, PC: MultiPC_C_0, Owner: MultiPC_C_0, Channels: 39, Time: 2017.10.19-10.10.16 [2017.10.19-10.10.16:027][880]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_1, Driver: GameNetDriver OculusNetDriver_1, IsServer: NO, PC: MultiPC_C_0, Owner: MultiPC_C_0 [2017.10.19-10.10.16:027][880]LogTemp:Display: ParseSettings for GameNetDriver [2017.10.19-10.10.16:027][880]LogTemp:Display: ParseSettings for OculusNetDriver_2 [2017.10.19-10.10.16:027][880]LogTemp:Display: ParseSettings for PendingNetDriver [2017.10.19-10.10.16:027][880]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2017.10.19-10.10.16:027][880]LogNet: UPendingNetGame::InitNetDriver: Sending hello. [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_2, Driver: PendingNetDriver OculusNetDriver_2, IsServer: NO, PC: NULL, Owner: NULL [2017.10.19-10.10.16:030][880]LogWorld:Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver [A_LOT_OF_THIS_LAST_WARNING_REPEATED_ENDLESSLY] We compared it with the behavior of the Null subsystem, and the logs are the same. Also on the Null subsystem it continuously prints this last warning log, but after some dozens of them, all players are correctly spawned on the destination map. It works if we use a Seamless travel, but we really need to use a non-seamless travel (other components have problems with the seamless travel). May you suggest something?1.6KViews0likes1Comment