Upon a lot of searching the documentation on both Unreal’s website and the Oculus website, I could find no information on how to properly entitlements using blueprints in this new version of the engine with the new plugins provided by Unreal. After several attempts at trying to follow the same steps as the steam integration but with Oculus, something is clearly doing some wrong. If there is a tutorial for the system or a template for adding information to the DefaultEngine.ini . With the errors I am having with this help post (Packaged Win64 Shipping Build Crashes on Launch with Oculus Online Subsystem - XR Development - Epic Developer Community Forums) and the fact that the development builds always are unable to authenticate even when uploaded to the store something is clearly wrong. This was tested by printing out a isLogged in node every tick which always returned false. Any insight would be very helpful.
You’ll still need to add the necessary code and .ini changes as listed in the article I linked earlier. If you need assistance as far as how exactly to implement it, I’d recommend getting in touch with Oculus support.
Do we still need to add the C++ ini even if we are coding purely in Blueprints ?
I have it running in the Blueprint (not that it can be tested locally !!!) -
uploaded to Oculus and they have failed it with a "Entitlement not implemented)
Scratching my head…need to get this into their store !!!
Dunk
;-z
p.s. can you point me where the code needs to go ? and what it might be now ?
Oculus Entitlements can now be enabled through the OnlineSubsystemOculus.
Unfortunately, we don’t have any official documentation on this as of yet, but to give you a basic run-down, you’ll need to enable OnlineSubsystem Oculus in the project, and then add the following to your game’s DefaultEngine.ini
Your AppID is available from http://dashboard.oculus.com/ and will be unique per-game. When you fill that out, it will run an entitlement check when you run a packaged version of the game.