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May 8, 2017

Cannot join an Oculus session: "Cannot map local player to unique net ID"

I'm trying to create and join an Oculus session. I already succeeded in creating a session by using the Null and the Steam subsystems, but the Oculus' one seems to be more complex.

Rather than using the Unreal's CreateSession and FindSessions blueprint functions I used the Oculus' CreateSession and FindMatchmakingSessions. These one are my Blueprint blocks for creating and searching/joining sessions.


The session is created and found correctly (the Oculus matchmaking pool named "ciao" is the one configured on my Oculus dashboard). My problem is the JoinSession function, which actually is the one provided by Unreal, because the Oculus sdk does not provide an equivalent method, so when I call it I receive a warning message "Cannot map local player to unique net ID".

How can I join a session by using blueprints? I'm also trying to create a Blueprint function library and writing the JoinSession with C++, but I don't know how to call the OnlineInterface::JoinSession method correctly. Does someone has an example of code on how to join an Oculus session?
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21 replies

Participant
October 31, 2017

Jarrod84 said:





I'd like to second this. I am getting the exact same problem now. I do want to ask, are you running on 4.17, and are you using the Oculus Source build found here https://github.com/Oculus-VR/UnrealEngine?


I figured it out, it was the game mode I was using.  But now I can't get the proper level to load, it loads the game default rather than the server default.  Also, I'm using 4.17 from epic download, not github


Not quite sure what you mean, but I can now get Oculus online working by creating a session, and using FindMatchMakingSessions on the clients. I found that the crash only occurs if you call destroy