I am trying to get basic multiplayer working primarily through blueprints using the Oculus Online Subsystem, with a bit of C++ to set the Net Id for each player controller. After the player successfully joins the session through the Join Session node provided by Unreal, the connection to the host is immediately lost. This is what the output log states when this happens:
PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
LogNet: Game client on port 7777, rate 10000
LogNet: UPendingNetGame::InitNetDriver: Sending hello. [UNetConnection] RemoteAddr: 0.0.0.0:7777, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL
LogNet: Host name resolution failed with 48
LogNet:Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost.
LogNet: NetworkFailure: PendingConnectionFailure, Error: ‘Your connection to the host has been lost.’
LogBlueprintUserMessages: [FPGameInstance_C_3] Pending Connection Failure
LogNet: DestroyNamedNetDriver IpNetDriver_0 [PendingNetDriver]
LogExit: PendingNetDriver IpNetDriver_0 shut down
I am not the only person experiencing this problem, and I am a bit disappointed that over a year after the consumer rift was released, it is still impossible to set up a multiplayer game with it using just blueprints (CouchKnights doesn’t count, because it was built for DK2 and without the Oculus Online Subsystem). I’m also baffled by the lack of documentation or sample projects demonstrating how to make a simple multiplayer game for the current Rift. There is not even a Join Session node from the Oculus Online Subsystem, despite the fact that they provide every other necessary node for setting up an online infrastructure. Unity has a plethora of support for creating multiplayer games with any VR device, and Unreal is clearly lagging behind. Please help!