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  • replied
    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."

    Leave a comment:


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

    Added download to the 4.22.0 binaries package,

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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:	114
Size:	53.7 KB
ID:	1600706

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by gon. View Post

    Thnx for your answer. I already found that.
    Does it work for blueprints?
    I mean, I use OpenLevel node with Option "listen". If I use listen?bIsLanMatch=1 does nothing.
    Yes, I using blueprints. "Open Level" node without this: "MapName?listen?bIsLanMatch=1", not work for me... and Lan + Steam doesn't work.

    By the way... if you test steam in Editor make sure you have:
    Example: C:/UNREAL_PROJECTS/ProjectName/Saved/Config/Windows/EditorPerProjectUserSettings.ini you have this line: PlayNetMode=PIE_Standalone

    If "PlayNetMode" is something else (listen) steam integration failed to start in unreal editor. Anyway... there is no way to test with 2 players - steam game in the editor, it works only with 1 player. So, make dev builds, start the game 2 times on the same PC and check .txt logs in the game folder for errors.
    Attached Files

    Leave a comment:


  • replied
    Originally posted by gon. View Post

    Thnx for your answer. I already found that.
    Does it work for blueprints?
    I mean, I use OpenLevel node with Option "listen". If I use listen?bIsLanMatch=1 does nothing.

    BTW my problem is before OpenLevel.
    It is in Create Advanced Session node itself. If I create a Print String saying "Failed" and join it when node On Failure, it prints the string.
    Check your console/output log for an error message......

    Leave a comment:


  • replied
    Originally posted by theone866 View Post

    For Steam + Lan check this:
    https://answers.unrealengine.com/que...ltiplayer.html

    This works fine for me.

    In general "Lan" checkbox is not enough for Steam + Lan.
    You need to open the map with this:

    MapName?listen?bIsLanMatch=1
    Thnx for your answer. I already found that.
    Does it work for blueprints?
    I mean, I use OpenLevel node with Option "listen". If I use listen?bIsLanMatch=1 does nothing.

    BTW my problem is before OpenLevel.
    It is in Create Advanced Session node itself. If I create a Print String saying "Failed" and join it when node On Failure, it prints the string.

    Leave a comment:


  • replied
    Originally posted by gon. View Post
    Hi mordentral. I have a problem with Advanced Session Plugin and Host Server in LAN.

    It works when I use Create Advanced Session and Steam is working but when I try to use it for LAN, the node fails.

    I read how to make it work and I followed the idea that you can not host a server in LAN while your Steam is working. So I just checked if Steam is active or inactive: When its Active, I use the node and creates a Server for Steam. If its inactive, I let them Host a server for LAN and Create an Advanced Session with Use LAN checked. The thing is that Create Advanced Session Fails when I use it for LAN and fails when Use LAN is checked. Which options do I have to make it work properly in Steam and LAN?
    For Steam + Lan check this:
    https://answers.unrealengine.com/que...ltiplayer.html

    This works fine for me.

    In general "Lan" checkbox is not enough for Steam + Lan.
    You need to open the map with this:

    MapName?listen?bIsLanMatch=1

    Leave a comment:


  • replied
    Hi mordentral. I have a problem with Advanced Session Plugin and Host Server in LAN.

    It works when I use Create Advanced Session and Steam is working but when I try to use it for LAN, the node fails.

    I read how to make it work and I followed the idea that you can not host a server in LAN while your Steam is working. So I just checked if Steam is active or inactive: When its Active, I use the node and creates a Server for Steam. If its inactive, I let them Host a server for LAN and Create an Advanced Session with Use LAN checked. The thing is that Create Advanced Session Fails when I use it for LAN and fails when Use LAN is checked. Which options do I have to make it work properly in Steam and LAN?

    Leave a comment:


  • replied
    Originally posted by Jarrod84 View Post
    I'm using a Github build of Oculus' version of UE4.21 and I can't seem to get this plugin to work because it was built with a different version. Is there any way around this, and will it work with the OculusSubsystem VoIP? Any help would be awesome, as I know no C+
    No, it is a seperate engine binary, you have to re-compile it for that engine version, you should be able to place it in the engine plugins folder though and compile it along with the rest of the engine if your project isn't c++.

    Leave a comment:


  • replied
    I'm using a Github build of Oculus' version of UE4.21 and I can't seem to get this plugin to work because it was built with a different version. Is there any way around this, and will it work with the OculusSubsystem VoIP? Any help would be awesome, as I know no C+

    Leave a comment:

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