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    Originally posted by gon. View Post
    mordentral theone866 Nevermind, I have noticed that it works once I package the game for shipping or developing but the node keeps failing returning no errors when I test it from editor with the standalone mode.

    Anyway, I have made somekind of warning that forces the players to disconnect from Steam if they want to use LAN mode.
    Is out there any workaround to let use LAN options correctly with Steam connected? It looks "ugly" to force users to disconnect from Steam.
    I mean, I read in another post someone made a customized OSS which mixed Steam and Null.
    He gave you the answer.... bIsLanMatch=1 works with steam enabled.

    My VR Template even uses it for local testing with steam enabled in its menu widget.


    Consider supporting me on patreon

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    Advanced Sessions Plugin
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      Hello, I am trying to make a Push to Talk Voice Chat, but I am having some problems. I manage to activate the UE4 Voice Chat with the PushToTalk on False.

      But I want to make it Push To Talk and if I activate the Push To Talk on the DefaultEngine it simple don't work, I can't activate the Voice of anyone.

      I am trying to Activate/Deactivate the Voice on the Character and Player Controller (tried both).
      https://i.imgur.com/cZczJwH.png

      I am using the audio Feedback from 2 PIE opens and from a custom VOIP
      https://i.imgur.com/7JO2eMW.png

      Tried with both PlayerController and Character with the 2 Components
      https://i.imgur.com/Tca7oOe.png

      =======================

      I tried everything for the Voice Chat to stop, this is my Character right now trying use Stop Network Voice, UnRegister, Mute, Deactivate the Components and nothing works
      https://i.imgur.com/rLicRYe.png[
      Attached Files
      Last edited by HeliaXDemoN; 03-29-2019, 01:08 PM.

      Comment


        I updated the Plugin to see if it was the problem(It was not) and now Get Steam Game Played lost String that give the name of the game the friend is playing.

        Click image for larger version

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        Comment


          Originally posted by HeliaXDemoN View Post
          I updated the Plugin to see if it was the problem(It was not) and now Get Steam Game Played lost String that give the name of the game the friend is playing.

          Click image for larger version  Name:	update.png Views:	1 Size:	53.7 KB ID:	1600706
          That never gave a real app name, it was using a dev only function that isn't normally available without steams permission, so I removed that part eventually. It also would only return a game if it was on the local games list, rather than pretend that was good enough I removed it. The Steam WebAPI is the way to query for a list of apps that the app id given corresponds too.

          As for the push to talk check your log for mic authority errors.
          Last edited by mordentral; 03-29-2019, 01:42 PM.


          Consider supporting me on patreon

          My Open source tools and plugins
          Advanced Sessions Plugin
          VR Expansion Plugin

          Comment


            Hi @mordentral! Is there feature that can be used with seamless travel while join session?
            I used Online Subsystem Null. JoinSession blocks the engine while loading. But I need to load transition level at loading time.
            I tried to override `ClientTravelInternal_Implementation` and substitute seamless travel args to inherited call, but after joining it get back to main map.
            It will be nice to use function like `AdvancedJoinSession(bSeamless=true)`

            Thanks!

            Comment


              4.22 got merged into the main branch and 4.21 branch is locked.

              Added download to the 4.22.0 binaries package,


              Consider supporting me on patreon

              My Open source tools and plugins
              Advanced Sessions Plugin
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              Comment


                mordentral, Hi, what does this mean? Where to find this functionality?
                https://www.unrealengine.com/en-US/b...-4-22-released

                "We have greatly improved the usability of Steam NetDrivers with UE4 Beacons in addition to standard game networking."

                Comment


                  Originally posted by Yakim View Post
                  mordentral, Hi, what does this mean? Where to find this functionality?
                  https://www.unrealengine.com/en-US/b...-4-22-released

                  "We have greatly improved the usability of Steam NetDrivers with UE4 Beacons in addition to standard game networking."
                  Beacons are unrelated to this plugin, for the rest of the steam changes see below, I had a txt document saved to paste for people when 4.22 released but they put it in the patch notes directly.

                  These definitions would have to be set in the Target.cs of your project file (IE: a source and not BP project).

                  Online
                  • New: Projects targeting Steam releases no longer require source code edits to properly register their dedicated servers on Steam. This change also enables setting the application ID for shipping projects without further modifications to source as well. The following macros have been added and should be defined in the project's Target.cs file:
                    • For projects that use dedicated servers, these must be defined for your servers:
                      • UE4_PROJECT_STEAMPRODUCTNAME
                      • UE4_PROJECT_STEAMGAMEDESC
                      • UE4_PROJECT_STEAMGAMEDIR
                    • Clients for dedicated server projects must have the following defined:
                      • UE4_PROJECT_STEAMGAMEDIR
                    • All Steam-based projects must have the following defined:
                      • UE4_PROJECT_STEAMSHIPPINGID
                  Please refer to the Steam project documentation regarding setting these flags and their appropriate values.

                  Also as a general note, my VR plugin grew beyond being easy to document so I had to spool up a website to cover documentation. When that part of it is fleshed out enough I'll add a section for Advanced Sessions documentation and examples and keep it maintained as long as necessary.
                  Last edited by mordentral; 04-03-2019, 08:18 AM.


                  Consider supporting me on patreon

                  My Open source tools and plugins
                  Advanced Sessions Plugin
                  VR Expansion Plugin

                  Comment


                    Hello, I seem to be having a crash when I hook up the "Unique Net ID to String" node output. Everything seems to be in order for the actual function so I don't know what the issue is. (Node setup is simple GetLocalSteamIDFromSteam->UniqueNetIDtoString on an Advanced Friends Game Instance child class.) If you need anything else to help identify the problem please let me know what.

                    Code:
                    Unhandled exception
                    
                    UE4Editor_AdvancedSessions_0017!UAdvancedSessionsLibrary::UniqueNetIdToString() [C:\Users\Lucas\Documents\Unreal Projects\ThirdPersonRPG\Plugins\AdvancedSessions\Source\AdvancedSessions\Private\AdvancedSessionsLibrary.cpp:352]
                    UE4Editor_AdvancedSessions_0017!UAdvancedSessionsLibrary::execUniqueNetIdToString() [C:\Users\Lucas\Documents\Unreal Projects\ThirdPersonRPG\Plugins\AdvancedSessions\Source\AdvancedSessions\Classes\AdvancedSessionsLibrary.h:28]

                    Comment


                      [Solved] I created a folder Plugins in project directory and add Advanced Sessions plugin in.
                      Hello, thanks for the plugins is awesome. I just have a problem, when i want to package my project, I got this error. Do you have any solution for this problem.
                      UATHelper: Packaging (Windows (64-bit)): Reflection code generated for NetFPSSurvival in 10,1900958 seconds
                      UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override.
                      PackagingResults: Error: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override.
                      UATHelper: Packaging (Windows (64-bit)): Took 16,0944291s to run UnrealBuildTool.exe, ExitCode=5
                      Last edited by Zelyc; 04-06-2019, 08:11 PM.

                      Comment


                        mordentral
                        Originally posted by mordentral View Post
                          • For projects that use dedicated servers, these must be defined for your servers:
                            • UE4_PROJECT_STEAMPRODUCTNAME
                            • UE4_PROJECT_STEAMGAMEDESC
                            • UE4_PROJECT_STEAMGAMEDIR
                          • Clients for dedicated server projects must have the following defined:
                            • UE4_PROJECT_STEAMGAMEDIR
                          • All Steam-based projects must have the following defined:
                            • UE4_PROJECT_STEAMSHIPPINGID
                        Please refer to the Steam project documentation regarding setting these flags and their appropriate values.
                        Where can I find the Steam project documentation?

                        How exactly should I define those macros? Do I need to edit both ProjectName.Target.cs and ProjectNameServer.Target.cs?

                        Would be great if anyone could show me an example of that!

                        Thank you in advance!

                        Comment


                          Originally posted by Rapalo View Post
                          mordentral

                          Where can I find the Steam project documentation?

                          How exactly should I define those macros? Do I need to edit both ProjectName.Target.cs and ProjectNameServer.Target.cs?

                          Would be great if anyone could show me an example of that!

                          Thank you in advance!

                          You'll need to use GlobalDefinitions / ProjectDefinitions and escape your strings.

                          UE4_PROJECT_STEAMSHIPPINGID in both Targets.
                          UE4_PROJECT_STEAMGAMEDIR in Client Target.
                          All of them defined under your Server Target.

                          https://docs.unrealengine.com/en-us/...ol/TargetFiles

                          Code:
                          /*
                           * This is our Steam App ID.
                           */
                          GlobalDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=480");
                          
                          /*
                           * This is used on SetProduct(), and should be the same as your Product Name
                           * under Dedicated Game Server Information in Steamworks
                           */
                          GlobalDefinitions.Add("UE4_PROJECT_STEAMPRODUCTNAME=\"MyGame\"");
                          
                          /*
                           * This is used on SetModDir(), and should be the same as your Product Name
                           * under Dedicated Game Server Information in Steamworks
                           */
                          GlobalDefinitions.Add("UE4_PROJECT_STEAMGAMEDIR=\"MyGame\"");
                          
                          /*
                           * This is what shows up under the game filter in Steam server browsers.
                           */
                          GlobalDefinitions.Add("UE4_PROJECT_STEAMGAMEDESC=\"My Game\"");

                          For reference here is the OnlineSessionAsyncServerSteam.cpp code.

                          Code:
                          /* Server values needed to advertise with Steam (NOTE: Steam expects UTF8)
                           *
                           * Specify these in your Target.cs files for your project.
                           * Make sure to escape the strings!
                           * If these do not match the same values on the Steam partner backend, 
                           * matchmaking will not work for your dedicated server
                           */
                          #ifndef UE4_PROJECT_STEAMPRODUCTNAME
                          #ifdef STEAMPRODUCTNAME
                          UE_DEPRECATED(4.22, "The Steam Product Name Macro has been updated to be configurable from your Target.cs file. Please change STEAMPRODUCTNAME to UE4_PROJECT_STEAMPRODUCTNAME.")
                          #define UE4_PROJECT_STEAMPRODUCTNAME STEAMPRODUCTNAME
                          #else
                          #define UE4_PROJECT_STEAMPRODUCTNAME "unrealdk"
                          #endif
                          #endif
                          
                          #ifndef UE4_PROJECT_STEAMGAMEDIR
                          #ifdef STEAMGAMEDIR
                          UE_DEPRECATED(4.22, "The Steam Game Directory Macro has been updated to be configurable from your Target.cs file. Please change STEAMGAMEDIR to UE4_PROJECT_STEAMGAMEDIR.")
                          #define UE4_PROJECT_STEAMGAMEDIR STEAMGAMEDIR
                          #else
                          #define UE4_PROJECT_STEAMGAMEDIR "unrealtest"
                          #endif
                          #endif
                          
                          #ifndef UE4_PROJECT_STEAMGAMEDESC
                          #ifdef STEAMGAMEDESC
                          UE_DEPRECATED(4.22, "The Steam Game Description Macro has been updated to be configurable from your Target.cs file. Please change STEAMGAMEDESC to UE4_PROJECT_STEAMGAMEDESC.")
                          #define UE4_PROJECT_STEAMGAMEDESC STEAMGAMEDESC
                          #else
                          #define UE4_PROJECT_STEAMGAMEDESC "Unreal Test!"
                          #endif
                          #endif
                          
                          
                          .....
                          
                          
                          bool bWantsDedicated = Session->SessionSettings.bIsDedicated;
                                      UE_LOG_ONLINE_SESSION(Verbose, TEXT("Starting Steam game server. Dedicated? %d Game Dir is: %s Product Name is: %s\nGame Desc is: %s"),
                                          bWantsDedicated,
                                          ANSI_TO_TCHAR((UE4_PROJECT_STEAMGAMEDIR)),
                                          ANSI_TO_TCHAR((UE4_PROJECT_STEAMPRODUCTNAME)),
                                          ANSI_TO_TCHAR((UE4_PROJECT_STEAMGAMEDESC)));
                          
                                      SteamGameServerPtr->SetModDir(UE4_PROJECT_STEAMGAMEDIR);
                                      SteamGameServerPtr->SetProduct(UE4_PROJECT_STEAMPRODUCTNAME);
                                      SteamGameServerPtr->SetGameDescription(UE4_PROJECT_STEAMGAMEDESC);
                                      SteamGameServerPtr->SetDedicatedServer(bWantsDedicated);
                          Good luck!

                          Comment


                            Originally posted by mrpeanut188 View Post
                            Hello, I seem to be having a crash when I hook up the "Unique Net ID to String" node output. Everything seems to be in order for the actual function so I don't know what the issue is. (Node setup is simple GetLocalSteamIDFromSteam->UniqueNetIDtoString on an Advanced Friends Game Instance child class.) If you need anything else to help identify the problem please let me know what.

                            Code:
                            Unhandled exception
                            
                            UE4Editor_AdvancedSessions_0017!UAdvancedSessionsLibrary::UniqueNetIdToString() [C:\Users\Lucas\Documents\Unreal Projects\ThirdPersonRPG\Plugins\AdvancedSessions\Source\AdvancedSessions\Private\AdvancedSessionsLibrary.cpp:352]
                            UE4Editor_AdvancedSessions_0017!UAdvancedSessionsLibrary::execUniqueNetIdToString() [C:\Users\Lucas\Documents\Unreal Projects\ThirdPersonRPG\Plugins\AdvancedSessions\Source\AdvancedSessions\Classes\AdvancedSessionsLibrary.h:28]
                            This was fixed btw for anyone wondering, latest release and 4.21 were patched for it.


                            Consider supporting me on patreon

                            My Open source tools and plugins
                            Advanced Sessions Plugin
                            VR Expansion Plugin

                            Comment


                              Originally posted by mordentral View Post

                              Do you happen to have the VR Home environment enabled in SteamVR? I haven't checked in a couple of months because I turned it off, however it used to cause the Steam subsystem to fail to initialize in builds ran outside of the steam launcher because the home environment would be using the resources.

                              You can check in the log to see if steam just straight doesn't init or if something else is wrong.
                              Hi. Found this old response from you..
                              I had this problem before and disabeling SteamVR home fixed it back then. I reasently reinstalled so it defaulted back to on and it once again it caused steam not to init as it should. Having it off still fixes the issue.
                              Is there any other workaround for this that you are aware of? Using 4.18 for my project.
                              Cheers.

                              Comment


                                Originally posted by MagnusAnder View Post

                                Hi. Found this old response from you..
                                I had this problem before and disabeling SteamVR home fixed it back then. I reasently reinstalled so it defaulted back to on and it once again it caused steam not to init as it should. Having it off still fixes the issue.
                                Is there any other workaround for this that you are aware of? Using 4.18 for my project.
                                Cheers.
                                When launching from Steam itself the systems no longer collide as it clears steam home first, you can also turn off the steamVR module if you aren't making a VR application.

                                It also may just straight up be fixed now in current engine versions, I have no specifically checked in awhile.


                                Consider supporting me on patreon

                                My Open source tools and plugins
                                Advanced Sessions Plugin
                                VR Expansion Plugin

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