I just tried this issue on the 4.12 p4 and it's still happening on my end. Have a server on android, can connect via direct ip, but find sessions does not find my android device. Is it only working on the source version of the engine?
As I am currently in the development stages right now on a cross-platform game with built in DLC.. I need this function to work for downloading the content from a host (or the play store). I do NOT want my customers to be able to download the DLC using their cell data (must be connected to wifi).
As there are several settings on the devices that detect if it's on wifi or not, this should be reasonable to implement within the engine for us blueprinters.
Edit: I've read that indeed it's fixed in 4.12 and some people confirmed it so I'll reformulate the question.
Does this mean that I can finally make use of the Google Play Game Services Real-Time Multiplayer functionality and finally make people play each other through Internet just like Steam?
Can someone please direct me, how to set up multiplayer properly so that find session works properly. Currently I can connect through IP Address however find session never works. It works on PC but not on android
Can someone please direct me, how to set up multiplayer properly so that find session works properly. Currently I can connect through IP Address however find session never works. It works on PC but not on android
I still have the same problem. I am trying to find a session on a Oculus Quest but I cant find any session, neither hosted on another quest nor hosted on a PC. Connecting via "open" command does work.
I still have the same problem. I am trying to find a session on a Oculus Quest but I cant find any session, neither hosted on another quest nor hosted on a PC. Connecting via "open" command does work.
Yeah I spent a lot of time on this too. If your network and project are done right you should be able to host on a PC and find and join sessions from the Quest. But hosting on the Quest and joining with another device won't work. I would say this is because of the Quest Android kernel blocking multicast etc.
Yeah I spent a lot of time on this too. If your network and project are done right you should be able to host on a PC and find and join sessions from the Quest. But hosting on the Quest and joining with another device won't work. I would say this is because of the Quest Android kernel blocking multicast etc.
Ok I figured it out. It indeed works, even as Oculus Quest as Host. I was able to connect two oculus quests without a PC. I think the problem was using 4.23. There seem to be a bug in this version: https://issues.unrealengine.com/issue/UE-82549
I ran the same project in 4.22 and was able to host and join with oculus quest. Also Check your WIFI network. The first network I used was our company network in which broadcasting etc. was not allowed. I then switched to a small local setup without restrictions and was able to find and join the session.
Ok I figured it out. It indeed works, even as Oculus Quest as Host. I was able to connect two oculus quests without a PC. I think the problem was using 4.23. There seem to be a bug in this version: https://issues.unrealengine.com/issue/UE-82549
I ran the same project in 4.22 and was able to host and join with oculus quest. Also Check your WIFI network. The first network I used was our company network in which broadcasting etc. was not allowed. I then switched to a small local setup without restrictions and was able to find and join the session.
What did you use as a base? VR Expansion Template?
I have a project with 4.18 that it's working correctly on Oculus Quest, using the headset as a host. It works with 2 or 3 headsets, but it fails with 4. Any ideas?
What I did to have Android work with PC games is to use the Execute Console Command using the "Open [ip address]" command and that works fine. You just need to know how to find your IP address.
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