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Ue4 Gear Vr achievements with blueprints.

rafgimrafgim Posts: 3
NerveGear
I have a blueprint project in Ue4 and I have put the achievements blueprints nodes in the project and I have edited them in my dashboard developer's page but it doesn't work. Does the Defaultengine.ini file have to be edited?  Thank you.

Comments

  • Jarrod84Jarrod84 Posts: 7
    NerveGear
    I'm having this problem too, the entitlement check works, but nothing else with the online platform.  Do you need to use the android permission nodes for something?  I can get get the Oculus name and achievements on the Rift but not Gear VR apps
  • InnerExodusInnerExodus Posts: 108 Oculus Staff
    Hi,

    There have been other reports similar to what you are describing with Gear VR and UE4 Platform integrations.  We are currently looking into this, and will advise you further once we have more information to share. 

    In the meantime, could you possibly share additional information with me privately such as log/dump files, a copy of the manifest, as well as a screenshot of your blueprint? Thanks!
  • InnerExodusInnerExodus Posts: 108 Oculus Staff
    edited July 20
    Update:  
    For clarity, the Defaultengine.ini file does need to be edited.  It should read as follows:

    [OnlineSubsystem]
    DefaultPlatformService=Oculus

    [OnlineSubsystemOculus]
    bEnabled=true
    OculusAppId=<your AppID>

    Next you will need to ensure that you have downloaded the app via the Oculus App on the device.  Until this has been done, you may run into issues with entitlements as well as other OSS features.
  • rafgimrafgim Posts: 3
    NerveGear
    edited July 21
    I've update my project to ue4.16 and still doesn't work. I've downloaded my app via my beta channel on oculus store and nothing.
  • Jimmy_StenkrossJimmy_Stenkross Posts: 3
    NerveGear
    Hi! We are experiencing the same issue in 4.17 (Gear VR).  The blueprint entitlement check and GetOculusIdentity does not work. We have edited the defaultengine.ini and enabled the oculus subsytem plugin in project settings. And we run the game from the alpha channel.  Are there any updates on this? 
  • imperativityimperativity Posts: 1,597 Oculus Staff
    edited September 21
    @rafgim
    @Jimmy_Stenkross

    I have some guidance to share on this issue.

    You will need to access the LibOVRPlatform and do it from the native C SDK.

    The forum post below from a member of our staff gives steps on how to achieve this:

    https://forums.oculus.com/developer/discussion/comment/447499/#Comment_447499

  • Jimmy_StenkrossJimmy_Stenkross Posts: 3
    NerveGear
    @imperativity Thank you for sharing that post, I have struggled with how to access the native C API (keep getting linker errors for all ovr_* function calls) . However now the Unreal editor crashes everytime i make an api call.  In my build.cs i added the libovrplatform as mentioned in the post you linked (PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemOculus", "LibOVRPlatform" }); ) .   Everything compiles fine in Visual studio and the editor starts if i don't make a ovr call but as soon as I add for example: ovrRequest RequestId = ovr_User_GetAccessToken();)   or any other ovr function call the editor immediately crashes.  Does anyone have a clue on what is going on?   I can provide crash log if necessary
  • imperativityimperativity Posts: 1,597 Oculus Staff
    @Jimmy_Stenkross

    Yes, if you could attach the full crash log that would be excellent. Thanks!
  • Jimmy_StenkrossJimmy_Stenkross Posts: 3
    NerveGear
    @imperativity
    [2017.09.21-19.51.52:411][375]LogWindows: Error: === Critical error: ===
    [2017.09.21-19.51.52:411][375]LogWindows: Error: 
    [2017.09.21-19.51.52:411][375]LogWindows: Error: Fatal error!
    [2017.09.21-19.51.52:411][375]LogWindows: Error: 
    [2017.09.21-19.51.52:411][375]LogWindows: Error: Unhandled Exception: 0xc06d007e
    [2017.09.21-19.51.52:411][375]LogWindows: Error: 
    [2017.09.21-19.51.52:411][375]LogWindows: Error: KERNELBASE.dll!0x00000000377F9E08
    [2017.09.21-19.51.52:411][375]LogWindows: Error: UE4Editor-LeifVR-7454.dll!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-LeifVR-7454.dll!_tailMerge_LibOVRPlatform64_1_dll()
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-LeifVR-7454.dll!LeaderboardHandler::LeaderboardHandler() [c:\users\guest\documents\github\leifvr\source\leifvr\private\leaderboardhandler.cpp:9]
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-LeifVR-7454.dll!ULevelManager::ULevelManager()
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-CoreUObject.dll!0x00000000E958D0F5
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-CoreUObject.dll!0x00000000E95891C6
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-LeifVR-7454.dll!ULevelManager::GetPrivateStaticClass()
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-CoreUObject.dll!0x00000000E97E212C
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-CoreUObject.dll!0x00000000E97C6FAA
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-CoreUObject.dll!0x00000000E957C497
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-Core.dll!0x00000000E9AE8220
    [2017.09.21-19.51.52:412][375]LogWindows: Error: UE4Editor-Core.dll!0x00000000E9D368D0
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor-Core.dll!0x00000000E9D35BE3
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor-HotReload.dll!0x00000000D1EC275E
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor-HotReload.dll!0x00000000D1EC2382
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor-HotReload.dll!0x00000000D1ED2AFA
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor-Core.dll!0x00000000E9B2FB28
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor.exe!0x00000000BEC56E57
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor.exe!0x00000000BEC63970
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor.exe!0x00000000BEC639EA
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor.exe!0x00000000BEC702D9
    [2017.09.21-19.51.52:413][375]LogWindows: Error: UE4Editor.exe!0x00000000BEC71C47
    [2017.09.21-19.51.52:413][375]LogWindows: Error: KERNEL32.DLL!0x0000000037A82774
    [2017.09.21-19.51.52:413][375]LogWindows: Error: ntdll.dll!0x000000003A4F0D51
    [2017.09.21-19.51.52:413][375]LogWindows: Error: ntdll.dll!0x000000003A4F0D51
    [2017.09.21-19.51.52:413][375]LogWindows: Error: 
    [2017.09.21-19.51.52:433][375]LogExit: Executing StaticShutdownAfterError
    [2017.09.21-19.51.52:438][375]LogWindows: FPlatformMisc::RequestExit(1)
    [2017.09.21-19.51.52:438][375]Log file closed, 09/21/17 21:51:52
  • pekayattpekayatt Posts: 81
    Hiro Protagonist
    Hi @InnerExodus and @imperativity ;

    We are currently trying to add Achievements into our game, but we were trying using blueprints. 

    Entitlement works fine, but we have no feedback if Achievements are working using ONLY blueprints.

    This function was implemented for blueprints?

    Thanks,
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