I'm currently working on a game for Oculus Quest, using Unreal 4.26.
Following this and this articles from Oculus Developer portal I've set up Oculus Online Subsystem in my project, and it successfully checks for App Entitlement at startup.
Nevertheless, I'm having troubles when it comes to Achievements handling. My Cache Achievements node always return Failure. Of course, if I try to write any Achievement Progress, it fails as well.
My DefaultEngine.ini has the following code:
[OnlineSubsystem]
DefaultPlatformService=Oculus
bHasVoiceEnabled=true
[OnlineSubsystemOculus]
bEnabled=true
OculusAppId=XXXXXXXXXXXXXXXXXXXXX
And I also added a Config/Android/AndroidEngine.ini file with the following:
[OnlineSubsystem]
DefaultPlatformService=Oculus
Despite this last thing, when I build my app, a /Saved/Temp/Android/Engine/Config/Android/AndroidEngine.ini file gets created with the following:
[OnlineSubsystem]
DefaultPlatformService=GooglePlay
I don't know if this is what may be causing my Achievement Caching to fail.
Does anyone have a clue on what I may be missing?
I finally managed to get it working.
It seems that nothing was wrong with my project or configuration, but Achievements refused to work, don't know why.
At the end, I installed OculusPlatformBP in my project and, via its API, it worked like a charm.