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Up and Coming
February 6, 2018

[UE4.18.3] "JoinSession" node is not traveling to the Servers map

Hello everyone,

I'm currently setting up a test project to make sure everything related to hosting and joining a session is working.
I enabled full debugging on the Logs of UE4 as well as using the Tools you provide for listing active rooms.

The setup:

I'm using the Launcher Version of 4.18.3. The project was created with that version, so not updates happened.
I'm packaging the projected and using this version on both PCs.
Both PCs have Oculus Home running and a Rift connected.
The "MainMenu" map is called "TestMap", while the "GamePlayMap" is called "GamePlayMap".
Creating a session opens "GamePlayMap" as a ListenServer.

What does work:

Both Player's Entitlement check is successful.
PlayerA can "Create" a Session for a BROWSE POOL (CUSTOM_POOL).
PlayerA travels to the "GamePlayMap" as a ListenServer.
PlayerB can "Find" the Session via that BROWSE POOL (CUSTOM_POOL).
Calling "Join Session" on the Session result connects PlayerB to PlayerA.
Dumping the Session Information on PlayerA shows PlayerBs ID etc.
Your online tool shows both people in the same room.

What does not work:

PlayerB is not actively traveling to the correct map. The log files show that he's trying to travel to the "TestMap", while PlayerA is on the "GamePlayMap".

What did you try to resolve this:

  • I went ahead and made sure it's not caused by the GameMode class. That was GameModeBase and is now GameMode. No change though.
  • I tried calling "open ID.oculus", didn't work at all.
  • I tried hosting with PlayerB and let PlayerA join. Same result.
What is your desired endresult:

Once hosting and joining via the normal "Create", "Find" and "Join" Session nodes works, I would like to use the "FindSessionById" function to join a room directly.
For that I forced my way into your private headers to get access to the UniqueNetID of Oculus and retrieve the ovrID as a String for now.
That will then be send to GameSparks, which sends this ID to all Players (here PlayerB) so they can search the Session and join.

Now for this I would love the JoinSession function to work first though.

Any help would be appreciated.

Kind regards,
Cedric
This topic has been closed for replies.

15 replies

Up and Coming
February 5, 2019

Jarrod84 said:

On one of our games when we set the Pool to Browse it would load the Client into the Host map using the Join Session blueprint.  I've set up everything exactly the same, and I'm having the same problem as I was before I figured this out.  They changed the Rooms and Matchmaking pools so you can't switch between quickmatch and browse, and I set up the pool to make the match pool a browse session, but it's still not working.  I moved over my old game into our new game and tried using it to test if it was my code or the matchmaking pool, and it didn't work.  Is there anyway to use the legacy version?  I've been at it for two days to make sure everything is the same in the config files and my blueprint code.  Client is finding session, joining the session, but not traveling to the server.  I'll post an update if I can't find out a solution.

This issue kind of solved, here you may find some answers that might help you with the problem, for me it was Oculus online plugin version.
https://forums.oculusvr.com/developer/discussion/72595/fixes-for-common-ue4-oculus-platform-issues-before-submitting-to-store#latest
Inspiring
May 14, 2021

I'm using 4.26.2 oculus source fresh as of yesterday no compile issues

But Join Session even with Turtle Rock Studios fix does not work it keeps trying to load the default wrong level.

Inspiring
May 14, 2021

Join session doesn't work finds wrong map or doesn't see map hosted set to listen.

Headset #1

[2021.05.14-12.16.46:220][ 88]LogBlueprintUserMessages: [VRGameInstance_C_2147482596] Created Session Successful!
[2021.05.14-12.16.46:221][ 88]LogGameMode: Display: Match State Changed from InProgress to LeavingMap
[2021.05.14-12.16.46:221][ 88]LogGameState: Match State Changed from InProgress to LeavingMap
[2021.05.14-12.16.46:221][ 88]LogNet: Browse: /Game/VirtualRealityBP/Maps/map2?listen
[2021.05.14-12.16.46:231][ 88]LogHMD: FSplash::DoShow
[2021.05.14-12.16.46:231][ 88]LogLoad: LoadMap: /Game/VirtualRealityBP/Maps/map2?listen
[2021.05.14-11.24.11:314][815]LogWorld: Bringing World /Game/VirtualRealityBP/Maps/map2.map2 up for play (max tick rate 0) at 2021.05.14-07.24.11
[2021.05.14-11.24.11:315][815]LogWorld: Bringing up level for play took: 0.007358
[2021.05.14-11.24.11:355][815]LogOnlineIdentity: Display: OSS: FOnlineIdentityGooglePlay::GetPlayerNickname
[2021.05.14-11.24.11:356][815]LogOnlineVoice: Oculus: Stopping networked voice for user: 0
[2021.05.14-11.24.11:356][815]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
[2021.05.14-11.24.11:356][815]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2021.05.14-11.24.11:356][815]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress
[2021.05.14-11.24.11:362][815]LogGameState: Match State Changed from WaitingToStart to InProgress
[2021.05.14-11.24.11:362][815]LogHMD: FSplash::OnPostLoadMap Hide Auto Splash
[2021.05.14-11.24.11:363][815]LogLoad: Took 0.487080 seconds to LoadMap(/Game/VirtualRealityBP/Maps/map2)


Headset #2

[2021.05.12-02.27.18:202][432]LogOnlineSession: OSS: Join session: traveling to 3928780467239151.oculus [2021.05.12-02.27.18:203][432]LogGameMode: Display: Match State Changed from InProgress to LeavingMap [2021.05.12-02.27.18:203][432]LogGameState: Match State Changed from InProgress to LeavingMap [2021.05.12-02.27.18:203][432]LogNet: Browse: 3928780467239151.oculus/Game/VirtualRealityBP/Maps/Map1

[2021.05.12-02.27.18:204][432]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)

[2021.05.12-02.27.21:288][709]LogSlate: Slate User Unregistered. User Index 8

[2021.05.12-02.27.21:289][709]LogSlate: Slate User Destroyed. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.21:289][709]LogSlate: Slate User Unregistered. User Index 8

[2021.05.12-02.27.23:906][944]LogSlate: New Slate User Created. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.23:906][944]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2021.05.12-02.27.27:738][288]LogOnlineSession: Warning: Oculus: Session (GameSession) already exists, can't join twice

 

 

Why is the other headset always joining but trying to load a map that it can't load?

Server browser will show two players in the game, but the headset trying to join does nothing after a while it reloads the default map after it fails to join the wrong map.

The other headset will always see the other headsets ID, Player count set. But it wont see the correct map loaded and hosted and set to listen?

Inspiring
May 15, 2021

Online I guess will just not be an option for now

Inspiring
May 16, 2021

We need to be able to set the map on the server.
oculus matchmaking node doesn't have extra settings array ability.
Join session sees the other headset in the pool and players set but never the map ????

I can use unreal advanced sessions just fine in editor but two headsets nothing I do works no matter what system I use.