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4.13 crashes when using Oculus OnlineSubsystem

4.13 crashes when the lines below were added to DefaultEngine.ini

[OnlineSubsystem]
DefaultPlatformService=Oculus
[OnlineSubsystemOculus]
bEnabled=true
OculusAppId=“XXX”

error log

Unknown exception - code c06d007e (first/second chance not available)

KERNELBASE
UE4Editor_OnlineSubsystemOculus!_delayLoadHelper2()
UE4Editor_OnlineSubsystemOculus!_tailMerge_LibOVRPlatform64_1_dll()
UE4Editor_OnlineSubsystemOculus!FOnlineSubsystemOculus::Shutdown()
UE4Editor_OnlineSubsystemOculus!FOnlineSubsystemOculus::Init()
UE4Editor_OnlineSubsystemOculus!FOnlineFactoryOculus::CreateSubsystem()
UE4Editor_OnlineSubsystem!FOnlineSubsystemModule::GetOnlineSubsystem()
UE4Editor_OnlineSubsystem!FOnlineSubsystemModule::LoadDefaultSubsystem()
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:480]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
UE4Editor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\projects\private\pluginmanager.cpp:559]
UE4Editor!FEngineLoop::AppInit() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3242]
UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1255]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:117]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

does anyone know the reason?

I figured out that the config has to be done in the .uproject file.

But when calling verify entitlement blueprint node, UE still crashes.

log as below

KERNELBASE
UE4Editor_OnlineSubsystemOculus!_delayLoadHelper2()
UE4Editor_OnlineSubsystemOculus!_tailMerge_LibOVRPlatform64_1_dll()
UE4Editor_OnlineSubsystemOculus!FOnlineSubsystemOculus::Shutdown()
UE4Editor_OnlineSubsystemOculus!FOnlineSubsystemOculus::Init()
UE4Editor_OnlineSubsystemOculus!FOnlineFactoryOculus::CreateSubsystem()
UE4Editor_OnlineSubsystem!FOnlineSubsystemModule::GetOnlineSubsystem()
UE4Editor_OnlineSubsystem!IOnlineSubsystem::Get()
UE4Editor_OnlineSubsystemOculus!Online::GetIdentityInterface()
UE4Editor_OnlineSubsystemOculus!UOculusEntitlementCallbackProxy::Activate()
UE4Editor_OnlineSubsystemOculus!UOculusEntitlementCallbackProxy::VerifyEntitlement()
UE4Editor_OnlineSubsystemOculus!UOculusEntitlementCallbackProxy::execVerifyEntitlement()
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:697]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2126]
UE4Editor_CoreUObject!UObject::execLetObj() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1961]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:821]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1305]

How can I do entitilement check using blueprint…

Bug reports should be reported as such on AswerHub. No one will fix it if you don’t post there.

Glad to see you here too. :smiley:

I am not sure this is a bug, maybe I just didn’t use it right. But I will try my luck on AnswerHub, thank you.

Once you report it there, you can put link in this thread for Epic folks.