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    Originally posted by Thegamerguynz View Post
    Hi Awesome plugin it I can't wait to learn it properly!

    i just have one question, when trying to get unique steam id and setting the player nickname, they both return my network id. i know i'm doing something wrong.
    You aren't hosting through the steam subsystem then. You are on the NULL / LAN subsystem.


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      Originally posted by mordentral View Post

      You aren't hosting through the steam subsystem then. You are on the NULL / LAN subsystem.
      Of course! i'm testing in a new project and simply forgot to change the ini file

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        Is the unique session ID exposed? I can't seem to grab it.

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          Can someone help me please I can't fix these errors.

          Code:
          UATHelper: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2017.11.18-13.37.22:858][  0]LogInit:Display: Success - 0 error(s), 2432 warning(s)
          UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool:   Running UnrealHeaderTool "C:\Users\vyps\Documents\Unreal Projects\MarbleSkies\MarbleSkies.uproject" "C:\Users\vyps\Documents\Unreal Projects\MarbleSkies\Intermediate\Build\Win32\MarbleSkies\Shipping\MarbleSkies.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -
          WarningsAsErrors -installed
          UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Users\vyps\Documents\Unreal Projects\MarbleSkies\Intermediate\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\pwnRollingBallBP__pf3680405279.cpp(321): fatal error C1083: Cannot open include file: 'SCLibrary.h': No such file or directory
          UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\vyps\Documents\Unreal Projects\MarbleSkies\Intermediate\WindowsNoEditor\NativizedAssets\Binaries\Win32\UE4-NativizedAssets-Win32-Shipping.lib
          UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Unreal Engine 4\UE4 Engine\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe MarbleSkies Win32 Shipping -Project="C:\Users\vyps\Documents\Unreal Projects\MarbleSkies\MarbleS
          PackagingResults:Error: Error Unknown Error

          Comment


            Running D:/UnrealEngine-release4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Administrator/Desktop/UE4/UE417.uproject" -game -engine -progress
            Discovering modules, targets and source code for project...
            UnrealBuildTool Exception: ERROR: Expecting at least one ProjectTarget to be associated with project 'C:\Users\Administrator\Desktop\UE4\Intermediate\ProjectFiles\UE417.vcxproj' in the TargetProjects list

            Comment


              Originally posted by Crystal3lf View Post
              Can someone help me please I can't fix these errors.
              Code:
               
               \Source\NativizedAssets\Private\pwnRollingBallBP__pf3680405279.cpp 'SCLibrary.h'
              its unrelated to the plugin, something you are nativizing is failing


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                I messed around with your library again :P

                https://bitbucket.org/mordentral/adv...opertykey/diff

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                  Hello! When I invite a friend to join me, he can click the accept invite on Steam, but he fails to join the session. Can you help me?

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                    Hey, i'm trying to build Unreal Engine Source for having a dedicated server and it works but then building my project with the AdvancedSessions Plugin On i get a lot of building Errors. Did i miss to do something?

                    Comment


                      Originally posted by CriErr View Post
                      I messed around with your library again :P

                      https://bitbucket.org/mordentral/adv...opertykey/diff
                      Noted, they seem useful, when I get some time i'll pull in some of the changes. However your request came with some fluff (assume you are on a prior engine from them) that I can't pull directly in
                      so i'll likely deny it and manually merge some.


                      Originally posted by Midsoft Inc. View Post
                      Hello! When I invite a friend to join me, he can click the accept invite on Steam, but he fails to join the session. Can you help me?
                      Are you on test app ID 480? If so you need to be on the same download region in steam settings, the test ID is region locked.

                      Originally posted by Sl41 View Post
                      Hey, i'm trying to build Unreal Engine Source for having a dedicated server and it works but then building my project with the AdvancedSessions Plugin On i get a lot of building Errors. Did i miss to do something?

                      I assume you were the guy posting on reddit, I don't read german so I can't really tell what is going on in the screenshot you posted up there. However it is all problems with the Steam module. You may have the wrong version of the plugin for the version of the engine that you compiled as the steam module is the only one to receive meaningful changes recently.


                      Consider supporting me on patreon

                      My Open source tools and plugins
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                        Originally posted by mordentral View Post

                        Noted, they seem useful, when I get some time i'll pull in some of the changes. However your request came with some fluff (assume you are on a prior engine from them) that I can't pull directly in
                        so I'll likely deny it and manually merge some.
                        Checked again, those changes migrated from my local version, idea behind them is that http://puu.sh/yr6sN.png and http://puu.sh/yr6vm.png seem to be a part of old implementation using world iterator, which is not used in the current method, also I changed the code because it was weird for me to read ¯\_(ツ)_/¯.

                        Comment


                          Originally posted by CriErr View Post
                          Checked again, those changes migrated from my local version, idea behind them is that http://puu.sh/yr6sN.png and http://puu.sh/yr6vm.png seem to be a part of old implementation using world iterator, which is not used in the current method, also I changed the code because it was weird for me to read ¯\_(ツ)_/¯.
                          Talking about the GetWorldFromContextObject mostly, you either pass in the Enum now or you use GetWorldFromContextObjectChecked which assumes that the world is valid.

                          Normal GetWorldFromContextObject(object) is deprecated now.

                          The comment removal doesn't matter, but those do.

                          *Edit* merged them in, did some minor changes but functionally they are the same. Thanks again
                          Last edited by mordentral; 11-22-2017, 10:49 AM.


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                          My Open source tools and plugins
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                            Originally posted by mordentral View Post

                            Talking about the GetWorldFromContextObject mostly, you either pass in the Enum now or you use GetWorldFromContextObjectChecked which assumes that the world is valid.

                            Normal GetWorldFromContextObject(object) is deprecated now.
                            Oh, I get now, project version is indeed a 4.15 one.
                            Also, there are index none mentions in TArray bp nodes.
                            Last edited by CriErr; 11-22-2017, 03:28 PM.

                            Comment


                              Originally posted by CriErr View Post
                              Oh, I get now, project version is indeed a 4.15 one.
                              Also, there are index none mentions in TArray bp nodes.
                              mm, true, but still easier for them to go off of execution nodes rather than compare and branch.


                              Consider supporting me on patreon

                              My Open source tools and plugins
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                                Thank you for this plugin, it has saved me from having to grind my way through C++. I noticed that you have a separate version for each UE4 version and I was wondering it it's something specific that changes with each update, or is it a matter of seeing what C++ code Epic broke with their latest update. On the Marketplace, for example, when one sees a plugin, the compatibility is usually something like 4.14-4.17, and when it's updated to the latest version, it changes to 4.14-4.18. If you stop updating the plugin, would it be difficult to update is myself (i.e. fix compile errors)?

                                Thank you again for this enormous contribution to UE4 users. It is VERY much appreciated.

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