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    Originally posted by mordentral View Post

    The new voice stuff doesn't actually need any additional BP exposure. While there are a few utility functions that aren't exposed it is nothing major.

    In general spawning a VoipTalker component and registering it with a player state gets you going, the only thing I am considering exposing until/if they do it is the ability to register it with a unique net id instead as that may be useful with the plugin.

    *Edit* Its great stuff and a nice step forward for the engine, I really hope they keep up with updates like this.
    This might be a stupid question, but can I register the VOIPTalker Component to an object in the world? I would like to have the voice of the player come out of, lets say, a radio instead.

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      Originally posted by Number47 View Post

      This might be a stupid question, but can I register the VOIPTalker Component to an object in the world? I would like to have the voice of the player come out of, lets say, a radio instead.
      Register it to the target player, then place it anywhere, yeah that should work.

      Its actually one of the better uses of it imo, can do some neat things, even more so since you can add an effect stack and make the voice less bass and some static to sound like a radio feed.


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        Hello, ty for the plugin. I have some questions about the Voice Chat:

        - Every player need to register all the 'Talker' or only the server?
        - How can I change the volume of someone or all Talkers?

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          Originally posted by HeliaXDemoN View Post
          Hello, ty for the plugin. I have some questions about the Voice Chat:

          - Every player need to register all the 'Talker' or only the server?
          - How can I change the volume of someone or all Talkers?
          You only ever need to register if you unregistered someone, it is normally done by itself.

          Also prior to 4.19 there was no direct method of lowering specific voices, the new VOIPTalker component however allows you to do that.


          Consider supporting me on patreon

          My Open source tools and plugins
          Advanced Sessions Plugin
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            How can i get session connected players?

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              I've been working on logic for a while with this plugin managing multiple games at a time but I was wondering, on a single dedicated server with this plugin it's possible to manage multiple sessions simultaneously in a map? (like fps game match)

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                Originally posted by chernoburk View Post
                How can i get session connected players?
                You can get the player controller on the unreal "Event OnPostLogin" and save the it in a array to use later.

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                  Originally posted by chernoburk View Post
                  How can i get session connected players?
                  Get the player state array


                  Originally posted by HeliaXDemoN View Post

                  You can get the player controller on the unreal "Event OnPostLogin" and save the it in a array to use later.
                  Not necessary, see above


                  Consider supporting me on patreon

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                  Advanced Sessions Plugin
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                    Originally posted by bombe93 View Post
                    I've been working on logic for a while with this plugin managing multiple games at a time but I was wondering, on a single dedicated server with this plugin it's possible to manage multiple sessions simultaneously in a map? (like fps game match)
                    Unsure of what you are talking about, you mean multiple servers on a single box? Or multiple sessions on a single engine instance?

                    The former yes, but its not session related you just have to set ports up. The latter, no, the engine itself does not support that.


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                      i was looking for a way to handle more match games in my fps game, I had read around that maybe I had to start multiple servers on different ports.
                      you say that this thing has nothing to do with this plugin?

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                        Originally posted by bombe93 View Post
                        i was looking for a way to handle more match games in my fps game, I had read around that maybe I had to start multiple servers on different ports.
                        you say that this thing has nothing to do with this plugin?
                        Yeah nothing to do with it, port settings go in the ini file, Assuming you have everything set up correctly in the ini it should work the same.


                        Consider supporting me on patreon

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

                          Yeah nothing to do with it, port settings go in the ini file, Assuming you have everything set up correctly in the ini it should work the same.
                          Because seeing this (https://docs.unrealengine.com/latest...ion/index.html) it had occurred to me that then this management of matchmaking/lobby could do it with the sesions

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                            does not work in version 4.18.3

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                              it not work for me

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                                Joining the last two posts. Something probably doesn't work in 4.18.3 and 4.19.4 or I'm just stupid and I've forgot something during setup but I'm unable to find any sessions with Find Sessions Advanced node in blueprints.

                                Current DefaultEngine.ini
                                 
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