Closed dav01d closed 2 years ago
Can you share a log file or log output from the crash?
Have you setup the destinations and completed the data use checkup in the developer dashboard? https://github.com/oculus-samples/Unreal-SharedSpaces/blob/main/Documentation/SharedSpaces.md#d-oculus-application-configuration
I will grab logs for you! I was unsure if logs would be generated because I had to use Shipping as a build configuration. I will see if we can generate them today.
DUC and Destinations: It's in Pending Review, but to be safe I made sure the map was always Lobby, regardless if the Json failed to get back the Destination data (since I was worried that it's been in Review for a few weeks now...)
https://storage.googleapis.com/maketheory-send/11142d0e-c01a-49bd-9e36-e40f207f6446.mp4
Here's a video of me opening and disconnecting the other user.
I just found how to make a log while Shipping. I'll generate that now and send it as soon as I can
Drilling down. It seems we are failing here?
Log: Me (who didn't crash) https://storage.googleapis.com/maketheory-send/1988a62e-edde-4be0-83b2-04b27bafb91b.log Line 2506 is where the mpNetDriver is null.
Codeveloper (who did crash when I accepted invite): https://storage.googleapis.com/maketheory-send/46b9ec1d-887d-4625-ae65-daf2bb96b4bb.log
Video: https://www.dropbox.com/s/qrtavxo6t1kdlza/scrcpy_vPijk0fFzj.mp4?dl=1
Also, Photon does see traffic it seems:
After two days of reading through everything, we're going to try another way of porting (bringing our code/assets INTO SharedSpaces) as we're having a large problem bringing SSpaces into ours. Compiled SharedSpaces and it works fine. Oof!
Ok! Progress updated. Ported our content into SharedSpaces. No changes to SharedSpaces code, plugin, or blueprints.
Now we are getting this:
Curiously we built SharedSpaces and was able to join each other just fine. Clearly there may be something from one we ported over?
We are using VR Expansion, but none of the AdvancedSessions stuff. Still on v38 branch from 4.27
Hi everyone! Just another update:
So TLDR: We cannot find out why the log issues above exists, but our hunch is that VRE's Advanced Sessions is conflicting with this project. Will report back if we find out more.
It looks like your Oculus Online Subsystem is enabled. Try this: 1) In the editor, go to Edit > Plugins and uncheck Oculus Online Subsystem. 2) In your DefaultEngine.ini, you should have [OnlineSubsystemOculus] bEnabled=false
The reason is that our new subsystem replaces the older Oculus Online Subsystem. If you have both enabled, you get two conflicting message pumps.
Hey @els-oculus thanks for your reply! I went ahead and loaded my DefaultEngine on that branch that wasnt allowing us to connect. Sadly OnlineSubsystemOculus was already false. However the plugin was On! So you may be right. Thanks for the reply! I think we can close this issue. :)
Hi everyone!
The short version: me and my co-developer are crashing out whenever the opposite accepts the invite to join our lobby. A sends an invite to B. A, who is in the game, crashes the moment B accepts the invite and joins the lobby. Oof!
What we did:
Ported over Plugins and Source, no issues in compiling. Photon had it's Appid set, and merged the configs with ours. This includes the use of the Photon Net Driver.
We migrated the GameMode and GameInstance, and recreated the Character's Set Character Destination and Set Character Master Client Status code as we already had a functioning character in our game.
Also migrated the DebuggingPanel because that's really damn useful. We recreated Invite, Roster and QueryFriends as the code was simple enough to use and we had a basic UI already ingame.
Here's a screenshot of the DebuggingPanel in our test level:
The level itself has two spawn points near each other:
We can open the invite panel and invite each other, but we crash whenever the other person joins. The GameMode and GameInstance are the same code, so theoretically the logic should hold up.
App is distributed via the ALPHA channel to the other developer.
Any ideas?