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Should one be able to use OOS with owning a Rift?

Fredrum
Expert Protege

Hi,

A programmer I am in talks with is trying to do some tests with me using the OOS and Unreal 1.16.1.
He is getting an error message when trying to package the game and we have tried different things such as me sending him a UE project that I have working but that fails to over on his side.

He doesn't currently own a Rift or a Gear VR and I was wondering if the Oculus user check that UE seems to do relies on the user having the hardware?  Or could it be something else?

This is the error he keeps getting:
LogOnline:Warning: Oculus: Failed Oculus login. Not currently logged into Oculus.  Make sure Oculus is running and you are entitled to the app.

(we have done the entitlement thing and he is logged into and running Oculus windows client)

Cheers
Fred
3 REPLIES 3

juanoldinho
Heroic Explorer
Is the other user using their own Oculus account? If so they need to be in your release channel so they have the proper entitlement for your application.

Fredrum
Expert Protege
Yes they have their own Oculus account and have been initially testing their own app registered to their ow account. So he had the same problem with just his own account then I sent him my UE project but he kept getting the same error message again.

It doesn't check if the account has hardware registered for the OSS to work? You're saying it should work even without hardware?

EDIT: To clarify he needs to be able to package his own UE project without getting that error message I mentioned in OP.

EDIT2: Some more of the error messages. I can also get the Failed Login error but that still doesn't shut down my PIE session so not sure why it is getting shut down here.

--------------------------------------------------------------------------------
[2017.06.12-19.02.34:828][447]LogOnline:Warning: Oculus: Failed Oculus login. Not currently logged into Oculus.  Make sure Oculus is running and you 

are entitled to the app.
[2017.06.12-19.02.34:828][447]LogBlueprintUserMessages: [tmp_C_0] Oculus ID FAIL!
[2017.06.12-19.02.34:832][447]PIE: Info Play in editor start time for /Game/UEDPIE_0_tmp -0.185
[2017.06.12-19.02.34:832][447]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/tmp.tmp:PersistentLevel' has LevelScriptBlueprint 

'/Game/tmp.tmp:PersistentLevel.tmp' with GeneratedClass '/Game/tmp.tmp_C' with ClassGeneratedBy '/Game/tmp.tmp:PersistentLevel.tmp'
[2017.06.12-19.02.34:861][447]LogRenderer: Reallocating scene render targets to support 1292x756 NumSamples 1 (Frame:1).
[2017.06.12-19.02.34:889][448]LogOnline:Error: Oculus: Failed the entitlement check: OVR6139226
[2017.06.12-19.02.34:890][448]LogBlueprintUserMessages: [tmp_C_0] Entitlement FAIL
[2017.06.12-19.02.36:233][521]Set new viewmode: Wireframe
[2017.06.12-19.02.37:074][569]LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/tmp.tmp:PersistentLevel' has LevelScriptBlueprint 

'/Game/tmp.tmp:PersistentLevel.tmp' with GeneratedClass '/Game/tmp.tmp_C' with ClassGeneratedBy '/Game/tmp.tmp:PersistentLevel.tmp'
[2017.06.12-19.02.37:113][569]LogOnline:Display: Oculus: FOnlineSubsystemOculus::Shutdown()
[2017.06.12-19.02.37:129][569]LogPlayLevel:Display: Shutting down PIE online subsystems
[2017.06.12-19.02.37:130][569]LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/tmp.tmp:PersistentLevel' has LevelScriptBlueprint 

'/Game/tmp.tmp:PersistentLevel.tmp' with GeneratedClass '/Game/tmp.tmp_C' with ClassGeneratedBy '/Game/tmp.tmp:PersistentLevel.tmp'
[2017.06.12-19.02.37:187][572]LogPlayLevel:Display: Destroying online subsystem :Context_1
[2017.06.12-19.02.37:187][572]LogOnline:Display: Oculus: FOnlineSubsystemOculus::Shutdown()
[2017.06.12-19.02.39:188][613]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
[2017.06.12-19.02.39:188][613]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
[2017.06.12-19.02.39:336][614]Cmd: QUIT_EDITOR
[2017.06.12-19.02.40:127][614]LogExit: Preparing to exit.
[2017.06.12-19.02.40:527][614]LogExit: Editor shut down
---------------------------------------------------------------------------------------------------




Cheers, Fred

Fredrum
Expert Protege

Hi Juan,

did you manage to figure anything out about this? Would we be able to check with any of the people who made the Oculus Subsystem if it requires hardware?

I am not able to reproduce the problem on my side as both my computers have Oculus accounts + Rifts installed that I can't un-install just for a test. I have tried trying to trigger the same failure by dis-connecting rifts, running in offline, changing Oculus path registry keys, different windows account with no Oculus history etc but no success in getting failure.

It would be extremely helpful to know either way about hardware requirements for OSS.

Cheers
Fredrik




Is the other user using their own Oculus account? If so they need to be in your release channel so they have the proper entitlement for your application.