Single/Multiplayer, Touch & Vive blueprint only Template

,

Just getting around to trying the 2.3 template, but have found a weird issue. no matter how I load the template (as a project or as a template) I have found that it freezes every time it tries to compile the vive_tracker mesh (corrupted maybe?) and once I completely removed the vive_tracker folder from the project everything started working fine(I don’t have any vive trackers personally anyway, maybe that has something to do with it). Still playing around with it, will let you know if I find anything else.

I’ve narrowed it down to the static mesh of the vive tracker, replacing it with the one in 2.2 (bringing the materials over as well since names are different) solved the issue. maybe the one in the 2.3 zip got corrupted somehow.

@finn7390 Interesting. I’m well aware that the Tracker mesh is rich in polygons, since the Tracker itself has no right angles it’s all smooth.

The original model comes from HTC, from a 3Dprint .stl file. I already reduced the number of polygons down to 25% of original size, and after that the mesh was becoming ugly. In fact, you can replace the mesh with anything.

After all, it’s usually not the Vive Tracker we want to track and find but the object attached to it.

How did you get the wands and sword to snap to the controller with the correct orientation? I’m trying to orient a football in hand, but would appreciate if you help me with how this is achieved. You were also right, I just waited for the template to open and after 10 minutes it did. Thanks… Now about that snapping process.

@Elleclouds I did it by trial and error by rotating / moving the sockets in the hand. You could also do it differently:

  1. you can move/rotate the pivot of the object you want to grab
  2. You can add a socket to the mesh of the object and grab via skeletal socket - mesh socket or directly bone - mesh socket

I should release a 2.4 version this week with:

1)Update to 4.16
2)Left and Right grabing functions
3)Vive Tracker, pointer and widget menu fixes
4)Easy integration with the VR Essential Kit

working now on avatars integration

When I replace the actual objects so that I can just rotate the sockets in the hand for each object, my object is never centered or positioned where the original mesh was located. It snaps but is sometimes out of view or it snaps away from hand. Both of your suggestions seem like they will alleviate this headache for me, but I don’t know where to begin with either. Do you have any info on how to replace your objects with our own mesh with the same snapping/orientation?

, it seems that there is a bug in 4.16 with the instanced stereo setting and the debug draw as shown in the image below:

There is also an issue open: Unreal Engine Issues and Bug Tracker (UE-44947)

But somehow this problem doesn’t exist in your 2.3 Template in UE4.16, although instanced stereo is turned on. How did you fix this?

I’m new to multiplayer so this template is pure gold! Thank you!

Question. It seems when I set the config in DefaultEngine.ini to:
DefaultPlatformService=Steam

LAN doesn’t work. Likewise if I set
DefaultPlatformService=Null

Lan works, but Steam doesn’t. Is there a way to get all options to work?

@SenseiHaketon Weird last time I tried it with 4.16 it had the bug. Was going to investigate it. I’m coming back to you on that. @MPC- The way I configured the Engine.ini file is that I enabled Steam by default. However, if you are logged out of Steam (SteamVR can still be working), then the connection will revert to LAN (if you choose LAN in the widget menu).
So LAN should work without changing anything. Remember also to check Yes to the Windows Firewall Exception (vital for LAN).

I took your base project and edited it for Oculus/Lan based on your docs. I would like to get those 2 working, unfortunately not Steam. I am using a valid developer and Oculus appID. I uploaded it to an Alpha channel, added users and had each user download the app from the store. Most things are working like Entitlements and grabbing users names etc. That’s super cool. However:

Oculus Attempt:
1st user hosts a steam/oculus game - joins game
2nd user types direct oculus id of host - does not join.

LAN Attempt:
1st user hosts LAN game - joins game
2nd user searches for LAN game - no sessions found (note: cannot log out of Oculus for LAN like Steam since entitlements fail the game)
2nd user direct connects via IP - success. This is the only thing that works for me.

Any thoughts?

I’m probably going to revert to steam (as that did work for me). But it would be nice to get Oculus working as well.

I didn’t know you had to be logged out of steam for LAN to work. I’ll give that a try. Thanks!

Alright, thank you!

@MPC-

For LAN it’s OK for Oculus to be logged in (in fact it’s mandatory)
if no session LAN is found: has the host checked Yes for Windows firewall exception? Everybody logged out of Steam?

So for Oculus to work you have to set the Engine.ini file correctly for Oculus
have Oculus Subsystem plugin enabled
Steam logged out
Remove references to chaperone
Put your Oculus App ID in the Engine.ini file
Upload it to Oculus in alpha channel, add subscribed users to test it and then start it from Oculus Home
The host has to start the session as usual

Then the clients can join session by typing the Oculus ID of the host - 16 numbers

I’m working on joining Oculus sessions like Steam and find friends.

Hi ,

thanks for your template, really appreciate how it’s setup, clean and efficient (tested a bunch and this is the best so far for me).

Currently working on extending it to accept non-VR users (as spectators cameras at first but as complete players down the line), so I added a check for the type of HMD early in the game mode to spawn a non-VR character when none are detected. Also added this check in the GameInstance to push classic widgets to the viewport instead of 3D ones if no HMD is detected.

It loads properly for a sec, then crash with an error code that I can’t decypher. If you have any idea, or could think of any other way to achieve what I’m trying to do, crash free, it would be fantastic :slight_smile:

Thank you again for your work !

@anonymous_user_026a6600 Yeah I was planning to add a third person pawn for the sake of doing tests. In fact I’m doing that very soon because I saw some problems ocurring with more than 2 people. What could be more informative is the .log file found in the /Saved/Logs/something long/ folder of your compiled game.

@PMC- I did several tests tonight. One of the things found is that sometimes (often) nobody can find the host on Steam even if it’s a friend. Usually if the host close everything, log out of Steam, log in and restart the program then the other people around can find him. It always happen.

: here is the log. Seems like it’s an issue from Oculus trying to get the Guardian dimensions. I’ll try with disabling the Oculus Plugin for the time being (don’t need Oculus compatibility right now, eventually down the line).


Log file open, 06/01/17 02:01:37
LogInit:Display: Running engine for game: 
LogInit:Display: Project file not found: ../../..//.uproject
LogInit:Display: 	Attempting to find via project info helper.
LogUProjectInfo: Found projects:
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-365830263) SRandInit(-365830263).
LogTaskGraph: Started task graph with 5 named threads and 9 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.677866
LogInit: Using libcurl 7.47.1
LogInit:  - built for x86_64-pc-win32
LogInit:  - supports SSL with OpenSSL/1.0.2g
LogInit:  - supports HTTP deflate (compression) using libz 1.2.8
LogInit:  - other features:
LogInit:      CURL_VERSION_SSL
LogInit:      CURL_VERSION_LIBZ
LogInit:      CURL_VERSION_IPV6
LogInit:      CURL_VERSION_ASYNCHDNS
LogInit:      CURL_VERSION_LARGEFILE
LogInit:      CURL_VERSION_IDN
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
LogOnline:Display: STEAM: Loading Steam SDK 1.32
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
OCULUS: Info: [CAPI] LibOVR module is located at C:\Program Files\Oculus\\oculus-runtime\LibOVRRT64_1.dll
OCULUS: Debug: Connected to the server running version (prod = 1).1.15.0(build = 391815) feature version = 0. Client runs version (prod = 1).1.15.0(build = 391815) feature version = 0
LogHMD: GearVR: Emulating GearVR using Oculus Rift!
LogInit: Build: ++UE4+Release-4.15-CL-3450819
LogInit: Engine Version: 4.15.3-3450819+++UE4+Release-4.15
LogInit: Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
LogInit: Net CL: 3299760
LogDevObjectVersion: Number of dev versions registered: 14
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogInit: Compiled (64-bit): May 21 2017 11:06:29
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.15
LogInit: Command line: 
LogInit: Base directory: E:/VRProjects/Builds/Template/WindowsNoEditor//Binaries/Win64/
LogInit: Installed Engine Build: 0
LogInit: Presizing for max 2097152 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogStreaming:Display: Async Loading initialized: New Async IO: false, Event Driven Loader: false, Async Loading Thread: false
LogInit: Object subsystem initialized
[2017.06.01-00.01.38:686]  0]LogInit: Selected Device Profile: [WindowsNoEditor]
[2017.06.01-00.01.38:686]  0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsNoEditor]
[2017.06.01-00.01.38:690]  0]LogInit: Computer: FLORENT_BOULOT
[2017.06.01-00.01.38:690]  0]LogInit: User: Florent
[2017.06.01-00.01.38:690]  0]LogInit: CPU Page size=65536, Cores=6
[2017.06.01-00.01.38:690]  0]LogInit: High frequency timer resolution =3.515588 MHz
[2017.06.01-00.01.38:690]  0]LogMemory: Memory total: Physical=47.9GB (48GB approx)
[2017.06.01-00.01.38:690]  0]LogMemory: Platform Memory Stats for WindowsNoEditor
[2017.06.01-00.01.38:690]  0]LogMemory: Process Physical Memory: 133.07 MB used, 133.07 MB peak
[2017.06.01-00.01.38:690]  0]LogMemory: Process Virtual Memory: 128.93 MB used, 128.93 MB peak
[2017.06.01-00.01.38:690]  0]LogMemory: Physical Memory: 13559.71 MB used,  35504.81 MB free, 49064.52 MB total
[2017.06.01-00.01.38:690]  0]LogMemory: Virtual Memory: 481.91 MB used,  35504.81 MB free, 134217728.00 MB total
[2017.06.01-00.01.38:779]  0]LogTextLocalizationManager: No translations for ('fr-FR') exist, falling back to 'en' for localization and internationalization data.
[2017.06.01-00.01.39:045]  0]LogD3D11RHI: D3D11 adapters:
[2017.06.01-00.01.39:678]  0]LogD3D11RHI:    0. 'NVIDIA GeForce GTX 1080' (Feature Level 11_0)
[2017.06.01-00.01.39:678]  0]LogD3D11RHI:       8110/0/24532 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:3, VendorId:0x10de
[2017.06.01-00.01.40:298]  0]LogD3D11RHI:    1. 'NVIDIA GeForce GTX 1080' (Feature Level 11_0)
[2017.06.01-00.01.40:298]  0]LogD3D11RHI:       8110/0/24532 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x10de
[2017.06.01-00.01.40:300]  0]LogD3D11RHI:    2. 'Microsoft Basic Render Driver' (Feature Level 11_0)
[2017.06.01-00.01.40:300]  0]LogD3D11RHI:       0/0/24532 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
[2017.06.01-00.01.40:300]  0]LogD3D11RHI: Chosen D3D11 Adapter: 0
[2017.06.01-00.01.40:305]  0]LogD3D11RHI: Creating new Direct3DDevice
[2017.06.01-00.01.40:306]  0]LogD3D11RHI:     GPU DeviceId: 0x1b80 (for the marketing name, search the web for "GPU Device Id")
[2017.06.01-00.01.40:306]  0]LogWindows: EnumDisplayDevices:
[2017.06.01-00.01.40:306]  0]LogWindows:    0. 'NVIDIA GeForce GTX 1080' (P:1 D:1)
[2017.06.01-00.01.40:306]  0]LogWindows:    1. 'NVIDIA GeForce GTX 1080' (P:0 D:1)
[2017.06.01-00.01.40:306]  0]LogWindows:    2. 'NVIDIA GeForce GTX 1080' (P:0 D:1)
[2017.06.01-00.01.40:306]  0]LogWindows:    3. 'NVIDIA GeForce GTX 1080' (P:0 D:0)
[2017.06.01-00.01.40:306]  0]LogWindows:    4. 'NVIDIA GeForce GTX 1080' (P:0 D:0)
[2017.06.01-00.01.40:306]  0]LogWindows:    5. 'NVIDIA GeForce GTX 1080' (P:0 D:0)
[2017.06.01-00.01.40:306]  0]LogWindows:    6. 'NVIDIA GeForce GTX 1080' (P:0 D:0)
[2017.06.01-00.01.40:306]  0]LogWindows:    7. 'NVIDIA GeForce GTX 1080' (P:0 D:0)
[2017.06.01-00.01.40:307]  0]LogWindows: DebugString: FoundDriverCount:8 
[2017.06.01-00.01.40:307]  0]LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 1080
[2017.06.01-00.01.40:307]  0]LogD3D11RHI:   Driver Version: 381.89 (internal:22.21.13.8189, unified:381.89)
[2017.06.01-00.01.40:307]  0]LogD3D11RHI:      Driver Date: 4-19-2017
[2017.06.01-00.01.40:307]  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2017.06.01-00.01.40:897]  0]LogD3D11RHI: Async texture creation enabled
[2017.06.01-00.01.40:928]  0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
[2017.06.01-00.01.41:064]  0]LogSlate: Using Freetype 2.6.0
[2017.06.01-00.01.41:064]  0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2017.06.01-00.01.41:064]  0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2017.06.01-00.01.41:155]  0]LogAssetRegistry: FAssetRegistry took 0.0063 seconds to start up
[2017.06.01-00.01.41:157]  0]LogPackageLocalizationCache: Processed 3 localized package path(s) for 1 prioritized culture(s) in 0.001665 seconds
[2017.06.01-00.01.41:164]  0]LogContentStreaming: Texture pool size is 1000.00 MB
[2017.06.01-00.01.41:164]  0]LogInit: Selected Device Profile: [WindowsNoEditor]
[2017.06.01-00.01.41:529]  0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
[2017.06.01-00.01.41:554]  0]LogNetVersion: GetLocalNetworkVersion: CL: 3299760, ProjectName: , ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 4059255977
[2017.06.01-00.01.41:672]  0]LogMoviePlayer: Initializing movie player
[2017.06.01-00.01.41:759]  0]LogUObjectArray: 28360 objects as part of root set at end of initial load.
[2017.06.01-00.01.41:759]  0]LogUObjectAllocator: 6099392 out of 0 bytes used by permanent object pool.
[2017.06.01-00.01.41:759]  0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2017.06.01-00.01.41:770]  0]LogEngine: Initializing Engine...
[2017.06.01-00.01.47:780]  0]LogHMD: Failed to initialize OpenVR with code 208
[2017.06.01-00.01.47:803]  0]LogHMD: Oculus plugin initialized. Version: 4.15.3-3450819+++UE4+Release-4.15, LibOVR: 1.15.0, SDK: 1.10.0, built May 21 2017, 11:04:40
[2017.06.01-00.01.47:857]  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
[2017.06.01-00.01.47:857]  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
[2017.06.01-00.01.47:922]  0]LogInit: XAudio2 using 'Haut-parleurs (Logitech G430 Gaming Headset)' : 8 channels at 48 kHz using 16 bits per sample (channel mask 0x63f)
[2017.06.01-00.01.47:963]  0]LogInit: FAudioDevice initialized.
[2017.06.01-00.01.47:974]  0]LogInit: Texture streaming: Enabled
[2017.06.01-00.01.49:413]  0]LogInit:Display: Game Engine Initialized.
[2017.06.01-00.01.49:414]  0]LogInit:Display: Starting Game.
[2017.06.01-00.01.49:414]  0]LogNet: Browse: /Game/Proteus_Multi/MainMenu?Name=Player
[2017.06.01-00.01.49:414]  0]LogLoadingSplash: Loading begins
[2017.06.01-00.01.49:420]  0]LogHMD: FOculusRiftSplash::PushBlackFrame
[2017.06.01-00.01.49:420]  0]LogHMD: FOculusRiftSplash::Show
[2017.06.01-00.01.49:420]  0]LogLoad: LoadMap: /Game/Proteus_Multi/MainMenu?Name=Player
[2017.06.01-00.01.49:430]  0]LogMemory: Platform Memory Stats for WindowsNoEditor
[2017.06.01-00.01.49:430]  0]LogMemory: Process Physical Memory: 310.08 MB used, 322.69 MB peak
[2017.06.01-00.01.49:430]  0]LogMemory: Process Virtual Memory: 378.62 MB used, 391.64 MB peak
[2017.06.01-00.01.49:430]  0]LogMemory: Physical Memory: 13799.01 MB used,  35265.51 MB free, 49064.52 MB total
[2017.06.01-00.01.49:430]  0]LogMemory: Virtual Memory: 871.36 MB used,  35265.51 MB free, 134217728.00 MB total
[2017.06.01-00.01.49:430]  0]LogMemory: 
[2017.06.01-00.01.49:430]  0]Allocator Stats for binned2: (not implemented)
[2017.06.01-00.01.49:560]  0]LogAIModule: Creating AISystem for world MainMenu
[2017.06.01-00.01.49:605]  0]LogLoad: Game class is 'MainMenuGM_C'
[2017.06.01-00.01.49:607]  0]LogWorld: Bringing World /Game/Proteus_Multi/MainMenu.MainMenu up for play (max tick rate 0) at 2017.06.01-02.01.49
[2017.06.01-00.01.49:607]  0]LogWorld: Bringing up level for play took: 0.001504
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Warning: 

Script Stack:
PlayerController.ClientRestart
MainMenuGM_C.ExecuteUbergraph_MainMenuGM
MainMenuGM_C.K2_PostLogin

[2017.06.01-00.01.49:610]  0]LogStats: FPlatformStackWalk::StackWalkAndDump -  0.001 s
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: === Handled ensure: ===
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: Ensure condition failed: AxisKey.IsFloatAxis() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Classes\Components/InputComponent.h] [Line: 406]
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: Stack: 
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000414A6086
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000413EFC4D
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000041400FC6
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042789C2E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x000000004279A7ED
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x000000004279983B
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042D1B2A8
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000428A7E53
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000041C8C0C4
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418019DB
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418B8911
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042AB480E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000041A8435E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000428C6C36
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000041CD0404
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418019DB
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x000000004189620E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418B732E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418B94D2
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000041896BC7
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418B94D2
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418019DB
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000418B8911
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042AB480E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000041B6AC1E
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042558A79
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042C6EBFB
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x000000004283B0BD
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000423C5EC6
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x000000004237869F
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000042568C54
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000413C5E74
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000413C53B2
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000413C552A
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000413D6618
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x0000000044E7B8E7
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000C42C8364
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 0x00000000C6AE70D1
[2017.06.01-00.01.49:610]  0]LogOutputDevice:Error: 
[2017.06.01-00.01.49:615]  0]LogStats:                SubmitErrorReport -  0.000 s
[2017.06.01-00.01.49:745]  0]LogStats:                    SendNewReport -  0.131 s
[2017.06.01-00.01.49:745]  0]LogStats:             FDebug::EnsureFailed -  0.135 s
[2017.06.01-00.01.49:746]  0]Adaptive PixelDensity is ON.
[2017.06.01-00.01.49:746]  0]Mirroring is currently ON
[2017.06.01-00.01.49:746]  0]r.ScreenPercentage = "130"
[2017.06.01-00.01.49:746]  0]r.ViewDistanceScale = "2"
[2017.06.01-00.01.49:746]  0]sg.AntiAliasingQuality = "3"
[2017.06.01-00.01.49:746]  0]sg.ShadowQuality = "3"
[2017.06.01-00.01.49:746]  0]r.MaxAnisotropy = "8"
[2017.06.01-00.01.49:746]  0]r.Streaming.MipBias = "0"
[2017.06.01-00.01.49:746]  0]r.SeparateTranslucency = "0"
[2017.06.01-00.01.49:746]  0]r.BloomQuality = "0"
[2017.06.01-00.01.49:746]  0]LogEngine: Onscreen warnings/messages are now DISABLED
[2017.06.01-00.01.49:746]  0]r.SetRes = "1920x1080"
[2017.06.01-00.01.49:746]  0]r.Streaming.PoolSize = "3000"
[2017.06.01-00.01.49:750]  0]LogLoadingSplash: Loading ends
[2017.06.01-00.01.49:750]  0]LogHMD: FOculusRiftSplash::Hide
[2017.06.01-00.01.49:750]  0]LogHMD: FOculusRiftSplash::PushBlackFrame
[2017.06.01-00.01.49:750]  0]LogLoad: Took 0.330263 seconds to LoadMap(/Game/Proteus_Multi/MainMenu)
[2017.06.01-00.01.49:751]  0]LogSlate: Took 0.000690 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoBold.ufont' (160K)
[2017.06.01-00.01.49:753]  0]LogSlate: Took 0.000707 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
[2017.06.01-00.01.49:755]  0]LogSlate: Took 0.000690 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoLight.ufont' (159K)
[2017.06.01-00.01.49:842]  0]LogLoad: (Engine Initialization) Total time: 12.71 seconds
[2017.06.01-00.01.49:842]  0]LogExternalProfiler: Found external profiler: VSPerf
[2017.06.01-00.01.49:842]  0]LogExternalProfiler: Using external profiler: VSPerf
[2017.06.01-00.01.49:856]  0]LogOcInput: OculusInput pre-init called
[2017.06.01-00.01.49:856]  0]LogOcInput: OculusInput is initialized. Init status 0. Runtime version: 1.15.0
[2017.06.01-00.01.49:858]  0]LogRenderer: Reallocating scene render targets to  2496x1404 NumSamples 4 (Frame:2).
[2017.06.01-00.01.49:858]  0]LogContentStreaming: Texture pool size now 3000 MB
[2017.06.01-00.01.50:884] 87]OCULUS: Error: ovr_TestBoundary: invalid session.
[2017.06.01-00.01.50:884] 87]OCULUS: Error: ovr_BoundaryGetDimension: invalid session.
[2017.06.01-00.01.51:068] 87]LogWindows:Error: === Critical error: ===
[2017.06.01-00.01.51:068] 87]LogWindows:Error: 
[2017.06.01-00.01.51:068] 87]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000c0
[2017.06.01-00.01.51:068] 87]LogWindows:Error: 
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FHMDGameFrame::GetWorldToMetersScale()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FOculusRiftHMD::ConvertVector_M2U()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UOculusRiftBoundaryComponent::GetPlayAreaDimensions()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UOculusRiftBoundaryComponent::execGetPlayAreaDimensions()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UFunction::Invoke()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::CallFunction()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::ProcessContextOpcode()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::execLet()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::ProcessInternal()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::CallFunction()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::ProcessInternal()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::CallFunction()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::ProcessInternal()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UFunction::Invoke()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UObject::ProcessEvent()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!AActor::ProcessEvent()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FLatentActionManager::TickLatentActionForObject()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FLatentActionManager::ProcessLatentActions()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!AActor::Tick()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!AActor::TickActor()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FActorTickFunction::ExecuteTick()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FTickFunctionTask::DoTask()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!TGraphTask<FTickFunctionTask>::ExecuteTask()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FNamedTaskThread::ProcessTasksNamedThread()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FNamedTaskThread::ProcessTasksUntilQuit()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FTaskGraphImplementation::WaitUntilTasksComplete()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FTickTaskSequencer::ReleaseTickGroup()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FTickTaskManager::RunTickGroup()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UWorld::RunTickGroup()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UWorld::Tick()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!UGameEngine::Tick()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!FEngineLoop::Tick()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!GuardedMain()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!GuardedMainWrapper()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!WinMain()
[2017.06.01-00.01.51:068] 87]LogWindows:Error: .exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
[2017.06.01-00.01.51:068] 87]LogWindows:Error: KERNEL32.DLL!0x00000000C42C8364
[2017.06.01-00.01.51:068] 87]LogWindows:Error: ntdll.dll!0x00000000C6AE70D1
[2017.06.01-00.01.51:068] 87]LogWindows:Error: ntdll.dll!0x00000000C6AE70D1
[2017.06.01-00.01.51:068] 87]LogWindows:Error: 
[2017.06.01-00.01.51:086] 87]LogExit: Executing StaticShutdownAfterError
[2017.06.01-00.01.51:088] 87]LogWindows: FPlatformMisc::RequestExit(1)
[2017.06.01-00.01.51:088] 87]Log file closed, 06/01/17 02:01:51


Edit : removing the Oculus plugin (and fixing the related errors in Avatar_Master) prevented the crash. Still get a loading error but can be ignored (Failed to create Session : CAPI Error: -1007) to launch the packaged app.

Weekend of 15/16 June I’ll be able to test 1-3 (maybe 4) Players on a LAN again. I’m happy to test some stuff out if you like.
It would probably be best you supplied a compiled package to test so you no its not my dodgy wiring :slight_smile:
and a list of things to check. and I’ll return the logs and a report

@Liquidgands thanks for reporting!

So I’ve been doing some tests yesterday with 3 persons (2 Vive with Trackers, and Oculus) via Steam with the Packaged_2_3 found on the drive.

So considering that, and using now 4.16, Here’s my todo list for the next versions:

2.4 Multiplayer:
[1] 4.16 cannot open multiplayer map - FIXED (see answerhub With 4.16 BP OpenLevel fails when packaged (Windows) - Platform & Builds - Unreal Engine Forums to adress the problem)
[2] 4.16 Monitor output - FIXED
[3] Launch session doesn’t work after having selecting a session and pushed refresh - FIXED (the last function called in the refresh function was redondant)
[4] Vive Trackers -If the listen-server has Vive Trackers, the Trackers are duplicated within local space for each client rather than worldspace
[5] Vive Trackers - If a client has Vive Trackers, his Trackers (client-side) have some lag due to server replicating position
[6] Vive Trackers - the mesh has bad geometry and too many polys, can cause crashes - FIXED with a simplified mesh
[7] [HTC Vive] The position of the player within its playground is offseted
[8] Chaperone / Guardian boundaries don’t always appear - it seems related to network speed (ok in fast connections)
[9] Left/Right grab sockets
[10] Cannot search friends on Steam and Oculus Network
[11] Oculus - No VOIP
[12] Oculus - Cannot search friends sessions
[13] Oculus - Avatars, local and replicated, compatible with Avatar_Master (e.g. teleporting, collision and grabbing)
[14] 4.16 - Network Optimizations

1.3 Single Player
Points [2], [6], [7] and [9] plus
[15] Integration of the VR Essential Kit for interactions with the new grabbing function

I should also create some 3rd person pawn just to test some features off line via simulated network.

I’ve mostly worked in the last few days on doing the Oculus_Avatar pawn, meaning it will use the Oculus Avatar or revert to the Avatar_Master pawn if Oculus Avatar cannot be found on Oculus network, or the option of using Avatar is turned off.