How to react to an incoming Session Invite by a Friend?
Hello there, I've looked into adding basic support for "Invite Friend to Session", "Accept Invite", "Reject Invite" and "React to Invite". Now I did things like these with Steam already, but it seems like Oculus didn't implement all needed functions. Here is how I would expect it to work: - PlayerA invites PlayerB to an open game, either via InGame FriendList, using the UniqueNetId and the SessionInterface, or via Oculus own UI. - PlayerB receives the invite, inside the Game and outside the Game in Oculus own UI. Now either: - PlayerB decides to reject the Invite either through InGame UI or Oculus own UI -> Notification closes, nothing else should happen. OR - PlayerB decides to accept the Invite either through InGame UI or Oculus own UI -> Notification closes, PlayerB joins PlayerA's session. Now some of this works, other things aren't documented or no one really asked about that yet. I found one post on this forum, but it was never answered by you. What I know how to do is: - Invite a Friend using the SessionInterface, as there is the "SendSessionInviteToFriend", which you seem to have implemented. - Joining a Session through a simple "FindFriendSession" and then "JoinSession". That already works for other systems we implemented. What I don't know how to do is: - Display the incoming Invite inside the game. Steam has a simple callback, which I can hook up with a function and then display UI. How does Oculus handle this? Where can I hook into to get notified, ingame, that someone invites me? In addition, can PlayerA be notified, if PlayerB accept or rejects the invite? Cheres, Cedric Neukirchen3.6KViews1like5CommentsCannot package for Quest with 4.25.3 (Oculus version)
I'm unable to package with the latest version. I went through the new setup for Android studio for 4.25. I read elsewhere someone fixed it by disabling the OculusVR plugin. I get the following errors: UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:208: error: cannot find symbol UATHelper: Packaging (Android (ASTC)): import android.support.v4.app.NotificationManagerCompat; UATHelper: Packaging (Android (ASTC)): ^ UATHelper: Packaging (Android (ASTC)): symbol: class NotificationManagerCompat UATHelper: Packaging (Android (ASTC)): location: package android.support.v4.app UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:209: error: package android.support.v4.content does not exist UATHelper: Packaging (Android (ASTC)): import android.support.v4.content.FileProvider; UATHelper: Packaging (Android (ASTC)): ^ UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\network\NetworkChangedManager.java:25: error: cannot find symbol UATHelper: Packaging (Android (ASTC)): private Set<WeakReference<NetworkChangedListener>> networkChangedListeners = new HashSet<>(); UATHelper: Packaging (Android (ASTC)): ^ UATHelper: Packaging (Android (ASTC)): symbol: class NetworkChangedListener UATHelper: Packaging (Android (ASTC)): location: class NetworkChangedManager UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\network\NetworkChangedManager.java:84: error: cannot find symbol UATHelper: Packaging (Android (ASTC)): public boolean addListener(WeakReference<NetworkChangedListener> listener) { UATHelper: Packaging (Android (ASTC)): ^ UATHelper: Packaging (Android (ASTC)): symbol: class NetworkChangedListener UATHelper: Packaging (Android (ASTC)): location: class NetworkChangedManager UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\network\NetworkChangedManager.java:89: error: cannot find symbol UATHelper: Packaging (Android (ASTC)): public boolean removeListener(WeakReference<NetworkChangedListener> listener) { UATHelper: Packaging (Android (ASTC)): ^ UATHelper: Packaging (Android (ASTC)): symbol: class NetworkChangedListener UATHelper: Packaging (Android (ASTC)): location: class NetworkChangedManager UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\network\NetworkConnectivityClient.java:6: error: package android.support.annotation does not exist UATHelper: Packaging (Android (ASTC)): import android.support.annotation.NonNull; UATHelper: Packaging (Android (ASTC)): ^ UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\network\NetworkConnectivityClient.java:15: error: cannot find symbol UATHelper: Packaging (Android (ASTC)): void initNetworkCallback(@NonNull Context context);4KViews0likes8CommentsAudio only playing when in oculus menu - not in game project on packaged build.
Hi, Looking for some assistance with audio issues in a packaged build. I just started packaging my project and I'm experiencing some differences from the UE4 editor 'Vr Preview" and the packaged build. I'm not surprised but as it is, the audio is only playing when I press and hold the oculus home button, then I get a quick flash of audio that should be playing in the game. If I turn my desktop audio on I can hear it coming from the computer speakers, so it appears game is not switching the audio device to Oculus? Is there a way I can manually handle this inside of UE4? I've always disliked the audio functionality that oculus does as it seems to confuse all users. I've seen this on twitch and I've experienced in my own demoing of games to friends. Sometimes the windows device seems to take the lead. Very frustrating and now it's occurring in my own game project. If you know a sure fire way to get the audio fixed for normal oculus play I'm open to hearing that too but I'd like to address the elephant in the room too.714Views0likes0CommentsNo "Package for Oculus Mobile Devices" appear
Hello! I have a problem. I don't have the option "Package for Oculus Mobile Devices" on Project Settings/Android/Advanced ApkPackaging and i neded for upload app to oculus platform i think. I tryed with v.19 and v.22 version of UE but the option not apear. When i try yo upload my App, ir returns this error "APK main activity intent filter set to com.google.intent.categort.CARDBOARD, but must be android.intent,category.INFO. Your app must only appear in Oculus Home. It must not appear in the phone's launcher". I think the problem is the option named before. Do you think so? Ty for all!1.3KViews0likes2CommentsNot all materials visible when launching Oculus GO through UE4
When launching to Oculus Go through UE4, I noticed that a bunch of my materials where being replaced with the default material. All my materials are simple colors (just a base color). Below I have the in-editor view vs the Oculus GO view. Did anyone else experience this problem? Is there a fix? Thanks!600Views0likes0Comments