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Inspiring
October 11, 2016

[Gear VR] Entitlement check with BP - how?

Reading through new rules for Gear VR developers I see that entitlement check is mandatory now. Reading through the rest of the docs here https://developer3.oculus.com/documentation/platform/1.7/concepts/pgsg-3-pw-platform-walkthrough/#pgsg-pw-e-unreal-ent I think that the docs are outdated, since Platform SDK is now included with UE4.

The link above implies compiling engine from source.

Isn't there a way to do entitlement check using BP nodes ?

If so, how should it be done?

Thanks beforehand
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6 replies

Participant
October 12, 2016
Yes, in UE 4.13+ you should be able to use the "Verify Entitlement" blueprint under Oculus|Entitlement:



On success means it passes the entitlement check and on failure means that it did not.
motorsepAuthor
Inspiring
October 12, 2016

brian_jew said:

Yes, in UE 4.13+ you should be able to use the "Verify Entitlement" blueprint under Oculus|Entitlement:

On success means it passes the entitlement check and on failure means that it did not.


Easy indeed, thanks!

What's the practical application for this?

I assume I should put it right after EventBeginPlay, but what to do if entitlement check doesn't pass?

Also, under what circumstances entitlement check would fail to pass?
Up and Coming
October 17, 2016
I followed step 2 and 3 of Platform Example E on this page,

https://developer3.oculus.com/documentation/platform/1.7/concepts/pgsg-3-pw-platform-walkthrough/#pgsg-pw-e-unreal-ent

but UE just crashes during launch. How about you guys?

I am using 4.13.1



Participant
October 19, 2016
>What's the practical application for this?

It's there as a quick way to check if someone has an entitlement to your app.  They'll have an entitlement if they purchased your app, or you gave them a key, or you added them to one of your release channels.  It's a first step check to make sure that a random person cannot use your app just because they somehow got the apk (but didn't have an entitlement).  Most devs would just exit out of the app if the check fails.

>
I followed step 2 and 3 of Platform Example E on this page, but UE just crashes during launch. How about you guys?

I'll look into this.  It looks like the doc is out of date.  For 4.13, all the OSS was turned into plugins.  Before step 2, you can enable the Oculus OnlineSubsystem via Edit -> Plugins.


motorsepAuthor
Inspiring
October 19, 2016
Thanks @brian_jew, makes sense now
Up and Coming
October 20, 2016

Thank you, @brian_jew, the ue staff said it will be fixed in 4.14.

https://answers.unrealengine.com/questions/508849/

Quite sad to hear that actually.