Hello,
I'm trying to package our Quest app with an AppID to connect with Oculus's online systems. I've followed the instructions here:
https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unreal-gsg/And now, upon packaging for Android_ASTC, we're seeing the following line in the output:
LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()
LogOnline: Warning: Oculus: Could not find 'RiftAppId' key in engine config. Trying 'OculusAppId'. Move your oculus app id to 'RiftAppId' to use in your rift app and make this warning go away.
GetSignatureToken get_signature error: Missing entitlement for 2174122759369539 (1971031)
GetUserID failed: Must call get_signature first (1971051)
OAF response error [WindowsPlatform::GetGKValue]: Must call get_signature first (1971051)
Failed to fetch FBNS credentials from OAF: Must call get_signature first (1971051)
requestOafRoomUpdate response error: Must call get_signature first (1971051)
requestOafLaunchDetailsUpdate response error: Must call get_signature first (1971051)
LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.
Why is it going through the Windows code as opposed to Android? What am I missing? Please note that the apk packages fine and our app runs on our Quests.
UE 4.22.1
Oculus VR 1.36.0
Online Subsystem Oculus 1.32.0
Comments
Moreover, the entitlement check works in the game startup (by VerifyEntitlement Bp node), but user login always fails (GetOculusIdentity).
Any idea? Thanks.
PS:
We also have a PC AppID, if I use that there are no building errors, and if I build for Win, both entitlement and user check works fine.