[gearvr] Building with Online Subsystem Oculus plugin enabled results in an error

When trying to build a gearvr project with the Online Subsystem Oculus plugin enabled you get a build error pretty quickly:

UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
UATHelper: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 0.9586737s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): U:\UnrealEngine\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development   -remoteini="U:\UnrealEngine\MyProjects\UFOMaterialTest4 4.13" -noxge -gene
ratemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2016.08.13-17.28.12.txt' 
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictiona
ry`2 InTargetToManifest)
UATHelper: Packaging (Android (ETC2)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Android (ETC2)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.Automation.Process(String[] CommandLine)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Android (ETC2)):    at AutomationTool.Program.Main()
UATHelper: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED

Any ideas what the problem is?

Building in development mode for ETC2 - project builds fine without this plugin. Should be supported for the gearvr at least according to Oculus

EDIT: also occurs in Preview 2

This plugin is only supported for Windows. You can see this in OnlineSubsystemOculus.uplugin. Only Win64 is Whitelisted and only dll’s are included.

■■■■ was false advertising by Oculus here then where they stated gearvr support:

:frowning:
Any idea when gearvr support is scheduled? Additionally when the multiplayer features are exposed to blueprints?

Many thanks in advance for the info!

I’ve just spent three days getting no where on this