[2018.11.08-14.54.52:191][783]VoiceSessionLog: OnJoinSessionComplete: Success
[2018.11.08-14.54.52:191][783]VoiceSessionLog: Registering remote talker 1483781508382744
[2018.11.08-14.54.52:191][783]VoiceSessionLog: Remote talker registered: 1483781508382744
[2018.11.08-14.54.52:192][783]LogNet: Browse: 1483781508382744.oculus//Game/Maps/StartMap
[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for GameNetDriver
[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for OculusNetDriver_0
[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for PendingNetDriver
[2018.11.08-14.54.52:192][783]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2018.11.08-14.55.07:825][190]LogVoice: Warning: 1483781508382744 timed out
[2018.10.31-15.52.09:625][211]LogHandshake: SendChallengeResponse. Timestamp: 20.742823, Cookie: 255120151072099173030100234249012201097026085177018060056185
[2018.10.31-15.52.09:634][212]LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
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Comments
Thanks for reporting this with all the additional details. We are getting similar reports from other developers on other integrations. I'll escalate this internally for review and be back with any details I can provide today.
We are trying to track this behavior down on our end currently.
Can you provide me the following extra information (?):
1) Does this occur every time or when it first connects?
2) Do future connects fail until the host close the game and reopens it?
1. This occurs every time
2. Future connections don't fail (they just behave like the first one, join succeeds but the level is not open)
Thanks for the information!
Does this issue impact all the countries or only specific geographical areas? In our context it seems to be completely deterministic, were you able to replicate the problem?
Please let me know if we can somehow help or if you have any advice.
We are still looking into this on our end. I will update this thread when a fix has been found to address this.
Can you let me know the version of your oculus runtime?
@ginopeloso
The issue has been resolved. Can you check and confirm that matchmaking is now functional at this time? Thanks!
Ok, great! Everything working again from our first tests :-) thank you so much!!