Because an IP address isnt a level, lol. You've already asked this multiple times. Open LEVEL means you need to put the name of the map.
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Originally posted by mordentral View Post
I'll run some tests over the weekend to verify everything again, there were some changes to allow the Voip talker to work with steam but it shouldn't have effected that any.
Will do other tests.Last edited by ostinelli; 12-09-2018, 12:44 PM.
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Originally posted by Regentlord View PostIs it possible to get the name of the game a steam friend is playing without parsing that massive json file against the app id?
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Originally posted by ostinelli View Post
Were you able to see that mute/unmute work? I don't see much in my logs even after setting LogOnlineVoice=Verbose... Any help appreciated.
Will do other tests.
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Originally posted by xRoci View PostHas anyone had any issues packaging this in 4.21.1?
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Originally posted by mordentral View Post
No, but if it is failing can you post your log?
Edit: After updating Visual Studios and rebuilding the project, it now works!Last edited by xRoci; 12-12-2018, 08:08 PM.
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Originally posted by mordentral View Post
I wasn't suggesting that you get it to fix the problem, but just that it was screwed over by recent engine updates and might not be working correctly.
As for connecting, your last post actually explains things, you are connecting with Open:IP but running the steam subsystem, in 4.20 they added steam authentication for steam dedicated servers via an authentication component and changed some of the registration code and related sections. This is likely what is causing your issues here.
You really shouldn't be using the steam subsystem at all with your setup, you should be using subsystem NULL and manually querying the steam SDK for the information.
Now, this is where the UWorks plugin WOULD help you out as it should be able to query the steam SDK without using the steam subsystem, but you could also rather easily manually do it if you have a c++ coder available, the steam sdk has to be initialized before use.
https://forums.unrealengine.com/comm..._unique_net_id
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Originally posted by Parvan View Post
For Crossplay purposes in 4.20+: does anyone know if we can disable the check for mismatched online subsystems that causes the prelogin failure?
https://forums.unrealengine.com/comm..._unique_net_id
I know that they are planning on fully supporting cross platform with subsystems though.Last edited by mordentral; 12-19-2018, 02:50 PM.
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Hello guys.
I have troubles with Extra Settings, when i am creating session i am put an array with 9 items in it.
Later, when i am found session and trying to extract settings, i am getting an array with only one item.
I am checked twice, array have 9 elements when enter at "Create advanced session node", and only one, at exit from "Get extra settings"
Here some screenshots.
Extra Array creation: https://imgur.com/a/xVoBkRU
Session creation: https://imgur.com/a/MHjVIaU
Session search and printing extra: https://imgur.com/a/hG0IRad
Result array length on entrance: https://imgur.com/a/O3mY5wM
Result array length on exit: https://imgur.com/a/GI39cUD
Last edited by RoosterFather; 01-02-2019, 12:43 PM.
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Originally posted by KwakadogGames View PostHey i have cooked a dedicated server and when i run the server i get this error (AdvancedSessionsLog: Warning: GetSessionSettings couldn't get the session settings!) would anyone know where this is coming from Cheers. Kind regardOriginally posted by RoosterFather View PostHello guys.
I have troubles with Extra Settings, when i am creating session i am put an array with 9 items in it.
Later, when i am found session and trying to extract settings, i am getting an array with only one item.
I am checked twice, array have 9 elements when enter at "Create advanced session node", and only one, at exit from "Get extra settings"
Dedicated servers have a maximum length of string that they can send on in Steam. The default property names are huge that Epic uses and floods the string pretty quickly so you are left with very little space left.
Might want to cut down extra setting names to abreviations (IE: MapName = MN) and even run enums or some other identifier instead of raw data where possible (IE: cast a gamemode to a byte enum and pas the byte on instead of the game mode string name).
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