I've been trying to get this for a while too, can't seem to figure it out. I'm also running into problems trying to integrate the Oculus Platform Plugin (if that's required) to try to achieve this task more 'manually.'
I'm looking to see if there's a cleaner solution, but so far it looks like UniqueNetId isn't directly expose through blueprints. I was able to get a string representation of the userid this way in a blueprint this way:
If you were to put this in the level blueprint and hit play, it'll at first give you the UE4 fallback ids (something like 257). This is because Oculus is still logging in when it starts up. After it logs in, this will print out the correct user id. You can see it by doing a "open <your map>" in the console after starting it up.
>I'm trying to accomplish this for GearVR.
We only just enabled using the oculus OSS in the next release (August 11th) for Gear VR. We started with just Rift, so that could be why you are running into issues.
@narvalouspeter We have Unity and Unreal plugins that come with the Platform SDK. See the folders inside the download zip. Thanks.
No 4.12.x plugin as far as I know, nor 4.13.x+ plugin will be coming as it suppose to be integrated into UE4. Do you happen to know when Platform SDK will be in stock UE4 ? (afaik it's not happening for 4.13)
@cybereality I've tried using the plugins in the Platform SDK, but trying to open my project with the plugin causes Unreal to silently fail/crash. The instructions online are also different compared to the instructions in the download zip. Do you know if there are updated instructions, or which ones are most accurate/recent?
> No 4.12.x plugin as far as I know, nor 4.13.x+ plugin will be coming as it suppose to be integrated into UE4. Do you happen to know when Platform SDK will be in stock UE4 ?
See https://github.com/EpicGames/UnrealEngine/tree/4.13/Engine/Plugins/Online/OnlineSubsystemOculus and https://github.com/Oculus-VR/UnrealEngine/tree/4.12/Engine/Source/Runtime/Online/OnlineSubsystemOculus.
> trying to open my project with the plugin causes Unreal to silently fail/crash.
@vrdaveb sure, I'll try to reproduce it next week and get it logged. Does your comment re: Unreal 4.13 suggest that the Platform plugin will be bundled with 4.13 stable release?