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Participant
September 21, 2016
Solved

How to apply entitlement check?

  • September 21, 2016
  • 7 replies
  • 2563 views
I'm using 4.11 Unreal engine.

I copied oculus plugin to the Plugins folder.

And I edited DefaultEngine.ini

I attached 
PrivateDependencyModuleNames.Add("OnlineSubsystem"); to the projectName.build.cs file


MyProjectName.build.cs


MyActor.h

MyActor.cpp


LevelBluePrint 

I game toggled trigger and crashed.


at this point. I don't know where is wrong.

Help me please. thank you.
This topic has been closed for replies.
Best answer by brianjew
The plugin in https://developer3.oculus.com/downloads/platform/1.8.0/Oculus_Platform_SDK/ should support UE4.10 - UE4.12.  UE4.13 and on would have the plugin integrated directly in the engine.

It looks like you are trying to use it with a blueprint.  There's a built-in entitlement check under Oculus -> Entitlement:



You can then act on what to do if the player passes or fails.  (It doesn't take in an actor because there's only one logged in user per machine)

7 replies

Inspiring
September 21, 2016
Afaik 4.11 doesn't even support latest SDK. You have to use 4.13
artberryAuthor
Participant
September 21, 2016
I tested 1.2.1 plugins version 

It also crashed too. 

I will try to test in unreal 4.13
brianjewAnswer
Participant
September 21, 2016
The plugin in https://developer3.oculus.com/downloads/platform/1.8.0/Oculus_Platform_SDK/ should support UE4.10 - UE4.12.  UE4.13 and on would have the plugin integrated directly in the engine.

It looks like you are trying to use it with a blueprint.  There's a built-in entitlement check under Oculus -> Entitlement:



You can then act on what to do if the player passes or fails.  (It doesn't take in an actor because there's only one logged in user per machine)
Inspiring
September 21, 2016
Speaking of 1.8.0, it won't be in official UE4 release until 4.14 :(
Up and Coming
December 17, 2016
I am using the blueprint node as well.  When testing a build in the Alpha Channel of the build depots, the app passes and I can play the game i'm developing.  When testing a stand-alone version that has been packaged to my desktop, the entitlement fails and shuts down the program after generating a message as intended.  This behavior leads me to believe that entitlement has been correctly implemented (with *.ini modification, and game.build.cs code implemented), however submission validation results indicate that entitlement checks fail.  Any advice in the matter would be appreciated.  Using UE 4.14.  
https://www.earthborninteractive.com/
Up and Coming
April 28, 2017
Using 4.15 and cant see any Entitlement Verification in the standard tool ?

HELP !!!
Dunken K Bliths - Creator of Worlds ■ #Animator ■ #VRDev ■ #Unreal4 ■ #GraphicDesigner ■ #Musician ■
Up and Coming
May 2, 2017

brian_jew said:

The plugin in https://developer3.oculus.com/downloads/platform/1.8.0/Oculus_Platform_SDK/ should support UE4.10 - UE4.12.  UE4.13 and on would have the plugin integrated directly in the engine.

It looks like you are trying to use it with a blueprint.  There's a built-in entitlement check under Oculus -> Entitlement:



You can then act on what to do if the player passes or fails.  (It doesn't take in an actor because there's only one logged in user per machine)



I have implemented this on our latest VR app, but keeps being rejected by your "Review Process" I have checked the user logged in on my machine and it works...I don't know where to go now...as there is no way to test this at my end ... 
Dunken K Bliths - Creator of Worlds ■ #Animator ■ #VRDev ■ #Unreal4 ■ #GraphicDesigner ■ #Musician ■