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    Originally posted by BulleTime View Post

    Alright but what if i actually do want to show all these servers, just to stylize my server list ?
    You would have to modify the subsystem back end to not throw out mismatched build ids.
    There is no console command or variable setting to stop the default behavior.

    Code:
        // Verify success with all required keys found
        if (bSuccess && (KeysFound == STEAMKEY_NUMREQUIREDLOBBYKEYS) && (HostKeysFound == 2 || SteamAddrKeysFound == 2))
        {
            int32 BuildUniqueId = GetBuildUniqueId();
            if (Session.SessionSettings.BuildUniqueId == BuildUniqueId)
            {
                if (HostKeysFound == 2)
                {
                    SessionInfo->HostAddr = HostAddr;
                }
    
                if (SteamAddrKeysFound == 2)
                {
                    SessionInfo->SteamP2PAddr = SteamP2PAddr;
                }
    
                Session.SessionInfo = SessionInfo;
                return true;
            }
            else
            {
                UE_LOG_ONLINE_SESSION(Warning, TEXT("Removed incompatible build: ServerBuildUniqueId = 0x%08x, GetBuildUniqueId() = 0x%08x"),
                    Session.SessionSettings.BuildUniqueId, BuildUniqueId);
            }
        }


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    Advanced Sessions Plugin
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    Comment


      Originally posted by mordentral View Post

      You would have to modify the subsystem back end to not throw out mismatched build ids.
      There is no console command or variable setting to stop the default behavior.

      Code:
       // Verify success with all required keys found
      if (bSuccess && (KeysFound == STEAMKEY_NUMREQUIREDLOBBYKEYS) && (HostKeysFound == 2 || SteamAddrKeysFound == 2))
      {
      int32 BuildUniqueId = GetBuildUniqueId();
      if (Session.SessionSettings.BuildUniqueId == BuildUniqueId)
      {
      if (HostKeysFound == 2)
      {
      SessionInfo->HostAddr = HostAddr;
      }
      
      if (SteamAddrKeysFound == 2)
      {
      SessionInfo->SteamP2PAddr = SteamP2PAddr;
      }
      
      Session.SessionInfo = SessionInfo;
      return true;
      }
      else
      {
      UE_LOG_ONLINE_SESSION(Warning, TEXT("Removed incompatible build: ServerBuildUniqueId = 0x%08x, GetBuildUniqueId() = 0x%08x"),
      Session.SessionSettings.BuildUniqueId, BuildUniqueId);
      }
      }
      Any idea where i can find that code? its not in the engine source?

      Click image for larger version

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      Comment


        Originally posted by BulleTime View Post

        Any idea where i can find that code? its not in the engine source?
        Sure it is? OnlineSessionAsyncLobbySteam.cpp for lobby sessions.



        Consider supporting me on patreon

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

        Comment


          Hi, is there any visual tutorials on how to get your GetNumNetworkPlayers node to work? or the best practice on hooking it up? I'm trying to reflect a "Current Players" integer. When I attached it to a print screen in my widget blueprint, I just get a "1". nothing ever adds up. Still sort of a noob, but if you have some documentation or step by step how to use it, it would be greatly appreciated!

          Comment


            Hello I need some Help with advance voice I don´t know waht I´doing wrong. The issue is that players in the lobby can speak each other with start networked voice and stop networked voice blueprint functions, I attach an log image when they are in the lobby (image 1). Once they get into a map after travelling throw a travel map, they can´t comunicate any longer with start networked voice and stop networked voice. I attach a log image in the map (image 2). As you can see, only the blueprint functions to start and stop to talk run propertly in the player who is the server. Does Somebody know how to fix the problem. I would appreciate it if somebody can help me.
            Click image for larger version

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            Caption
            Attached Files
            Last edited by fer1977; 02-27-2020, 06:46 AM.

            Comment


              Not work UE 4.24.3 I have message.

              Plugin ''SteamShared" failed to load because module "SteamShared" could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

              Can someone help me?
              Last edited by Flaksa; 02-27-2020, 05:21 PM.

              Comment


                Program.Main: BUILD FAILED: Command failed (Result:10001): C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe "C:\Users\Flaksa\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+UE_4.24\UAT_XGE.xml" /Rebuild /NoLogo /ShowAgent /ShowTime /no_watchdog_thread. See logfile for details: 'xgConsole-2020.02.28-08.23.27.txt'
                Program.Main: UE4BuildException: BUILD FAILED: Command failed (Result:10001): C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe "C:\Users\Flaksa\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+UE_4.24\UAT_XGE.xml" /Rebuild /NoLogo /ShowAgent /ShowTime /no_watchdog_thread. See logfile for details: 'xgConsole-2020.02.28-08.23.27.txt'
                Program.Main: в AutomationTool.UE4Build.ProcessXGEItems(List`1 Actions, String XGETool, String Args, String TaskFilePath, Boolean ShowProgress) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:строка 650
                Program.Main: в AutomationTool.UE4Build.BuildParallelTargets(List`1 ParallelTargets, Boolean InShowProgress, String XGETool, Dictionary`2 InTargetToManifest) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:строка 1163
                Program.Main: в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InShowProgress, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:строка 1113
                Program.Main: в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:строка 214
                Program.Main: в BuildCookRun.DoBuildCookRun(ProjectParams Params) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:строка 198
                Program.Main: в BuildCookRun.ExecuteBuild() в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:строка 39
                Program.Main: в AutomationTool.BuildCommand.Execute() в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:строка 263
                Program.Main: в AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:строка 538
                Program.Main: в AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:строка 508
                Program.Main: в AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:строка 176
                Program.Main: в AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:строка 88
                Program.Main: в AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:строка 731
                Program.Main: в AutomationTool.Program.Main(String[] Arguments) в D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:строка 88
                Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

                Comment


                  I noticed this node, but how to get the game name as sting using the app id?

                  Click image for larger version

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                  Comment


                    Originally posted by BulleTime View Post
                    I noticed this node, but how to get the game name as sting using the app id?

                    Click image for larger version

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Views:	187
Size:	13.4 KB
ID:	1726883
                    Sadly there is no direct SDK query, its a SteamWebAPI access to get the name from that.


                    Consider supporting me on patreon

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

                    Comment


                      Could you tell me how to enable join player's session from Steam UI by clicking a "Join Game " buttom?

                      Comment


                        Originally posted by eXi View Post
                        Nice! Though i won't use this. Still waiting for Epic to release this for BPs themself. Can't put a project on the Market with a Plugin in it. :/
                        Does this mean you can't release your game with this plugin in it?

                        Comment


                          Originally posted by ksimpson1986 View Post
                          Hi, is there any visual tutorials on how to get your GetNumNetworkPlayers node to work? or the best practice on hooking it up? I'm trying to reflect a "Current Players" integer. When I attached it to a print screen in my widget blueprint, I just get a "1". nothing ever adds up. Still sort of a noob, but if you have some documentation or step by step how to use it, it would be greatly appreciated!
                          I have only been messing around with advanced sessions for a couple weeks and I only get my games showing just 1 player no matter what. I wish someone would shed some light on this. I watched a good tutorial and copied exactly how it should be done (I guess) and still only shows 1 player. Take a look at this guys tutorial, so far it isn't bad... https://www.youtube.com/watch?v=rWs6...ltXBx6&index=1

                          Comment


                            Whats the difference between these two nodes? They have the same comment. Would it be possible to create ingame widget for inviting?

                            Click image for larger version

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                            Comment


                              Originally posted by Cipher5 View Post

                              Does this mean you can't release your game with this plugin in it?
                              No, many games have releaded using it, its MIT licensed, he just didn't want to package it into his own marketplace asset as epic requires third party plugins also be on the marketplace to have your own rely on 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

                                Sure it is? OnlineSessionAsyncLobbySteam.cpp for lobby sessions.
                                Thats indeed the file. Seems visual studio was not able to find it.. however im not gonna build engine from source. But thanks!

                                Comment

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