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    hi mordentral,

    im using UE 4.24.3 with your plugin and ive encountered some strange bug(i guess) .. im unable to get working "Cancel Find Sessions" or better said it doesnt work as it should i think

    when i try to use it it breaks searching totally... once "Cancel Find Sessions" gets executed "Success" delegate gets fired what looks good till now ... but after this "Find Sessions Advanced" doesnt work anymore and trying to fire it causes endless searching without success or failure delegates being fired ... next try to cancel doesnt change anything .. "cancel" fires "Success" delegate but doesnt work even on 2nd try ...

    in log there are these messages:
    Code:
    [2020.05.02-22.48.44:443][918]LogOnlineSession: Warning: STEAM: Ignoring game search request while one is pending
    [2020.05.02-22.48.59:136][214]LogOnlineSession: Warning: STEAM: Can't cancel a search that isn't in progress
    [2020.05.02-22.48.59:136][214]LogBlueprintUserMessages: [W_FindMatchMenu_C_0] Cancel Success fired
    so i guess if search request gets ignored it should fire atleast failure delegate to be able to handle the state
    and still there is bugged cancel which bugs that search so it looks there are 2 bugs in this process ..
    strange is that i didnt found anyone having same issue so am i doing something wrong or no one uses "Cancel Find Sessions"?

    Comment


      Originally posted by Kower99 View Post
      hi mordentral,

      im using UE 4.24.3 with your plugin and ive encountered some strange bug(i guess) .. im unable to get working "Cancel Find Sessions" or better said it doesnt work as it should i think

      when i try to use it it breaks searching totally... once "Cancel Find Sessions" gets executed "Success" delegate gets fired what looks good till now ... but after this "Find Sessions Advanced" doesnt work anymore and trying to fire it causes endless searching without success or failure delegates being fired ... next try to cancel doesnt change anything .. "cancel" fires "Success" delegate but doesnt work even on 2nd try ...

      in log there are these messages:
      Code:
      [2020.05.02-22.48.44:443][918]LogOnlineSession: Warning: STEAM: Ignoring game search request while one is pending
      [2020.05.02-22.48.59:136][214]LogOnlineSession: Warning: STEAM: Can't cancel a search that isn't in progress
      [2020.05.02-22.48.59:136][214]LogBlueprintUserMessages: [W_FindMatchMenu_C_0] Cancel Success fired
      so i guess if search request gets ignored it should fire atleast failure delegate to be able to handle the state
      and still there is bugged cancel which bugs that search so it looks there are 2 bugs in this process ..
      strange is that i didnt found anyone having same issue so am i doing something wrong or no one uses "Cancel Find Sessions"?
      Are you trying this in packaged / stand alone or PIE? PIE makes a conflicting game session that can get in the way of some things.


      Consider supporting me on patreon

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

      Comment


        Originally posted by mordentral View Post

        Are you trying this in packaged / stand alone or PIE? PIE makes a conflicting game session that can get in the way of some things.
        im testing in standalone

        EDIT: so i did some research and here is bit more info .. to me it doesnt look like bug of your plugin anymore
        when ive used original "Find Sessions" it have bugged same way when i wanted to cancel searching but ive found out that for some reason it depends of "use LAN" settings .. if that setting is not changing then canceling search doesnt bug searching but if "use LAN" settings change then it will bug searching no matter if i use regular "Find sessions" or advanced one .. so maybe this is UE Online Subsystem bug and this is why they didnt alowed to use "Cancel find sessions" in blueprints (i guess)
        Last edited by Kower99; 05-03-2020, 12:41 AM.

        Comment


          Originally posted by Kower99 View Post

          im testing in standalone

          EDIT: so i did some research and here is bit more info .. to me it doesnt look like bug of your plugin anymore
          when ive used original "Find Sessions" it have bugged same way when i wanted to cancel searching but ive found out that for some reason it depends of "use LAN" settings .. if that setting is not changing then canceling search doesnt bug searching but if "use LAN" settings change then it will bug searching no matter if i use regular "Find sessions" or advanced one .. so maybe this is UE Online Subsystem bug and this is why they didnt alowed to use "Cancel find sessions" in blueprints (i guess)
          Lan uses a different search method as its a beacon, it wouldn't have anything to do with blueprint specifically there but it may be bugged for lan yes.


          Consider supporting me on patreon

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

          Comment


            4.25 is up in repo and binary package


            Consider supporting me on patreon

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

            Comment


              Originally posted by mordentral View Post
              4.25 is up in repo and binary package
              Sorry to bug you mate, but I can't get steam to load on 4.25 some people are having the same issue any ideas?

              Comment


                Originally posted by mordentral View Post

                You have to specifically build a dedicated server, just ticking it in the session does not launch a dedicated server instance, that option is there for use inside of your build server.
                I think you misunderstood my question. Please take a look at this picture, that was the "run dedicated server" checkbox I was asking about. Thanks
                Click image for larger version  Name:	3245.jpg Views:	0 Size:	110.3 KB ID:	1757350

                I want to test the replication out etc. without building/packaging it up and testing on multiple PC's at this point. I will test on other PC's when I get further along. Is this possible to just do the testing in the editor?

                Comment


                  Originally posted by Cipher5 View Post

                  I think you misunderstood my question. Please take a look at this picture, that was the "run dedicated server" checkbox I was asking about. Thanks

                  I want to test the replication out etc. without building/packaging it up and testing on multiple PC's at this point. I will test on other PC's when I get further along. Is this possible to just do the testing in the editor?
                  Generally? yes, you can also simulate packet loss and latency with console commands as well on each clients end.

                  However you should never spend a large amount of time relying on this as your sole network testing, even more so with a dedicated server. Its fine for brief periods but you need periodic real world testing as there can be differences.


                  Consider supporting me on patreon

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

                  Comment


                    Originally posted by OverRated_AU View Post

                    Sorry to bug you mate, but I can't get steam to load on 4.25 some people are having the same issue any ideas?
                    Mine is working packaged, but not in editor standalone currently no.


                    Consider supporting me on patreon

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

                    Comment


                      Hi!
                      How to restart a game with same players with a listen server in blueprints?

                      Comment


                        I'm getting an error trying to package a project with the 4.25 version "System.ArgumentException: An item with the same key has already been added"

                        Full error

                        Code:
                        UATHelper: Packaging (Windows (64-bit)): ERROR: System.ArgumentException: An item with the same key has already been added.
                        UATHelper: Packaging (Windows (64-bit)):           at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
                        UATHelper: Packaging (Windows (64-bit)):           at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
                        UATHelper: Packaging (Windows (64-bit)):           at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer)
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, Boolean bProjectHasCode, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetType, Boolean bRequiresAssetNativization, Boolean bRequiresCookedData, String& OutReason) in D:\Build\++UE4+License
                        e\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 208
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, List`1 Platforms, List`1 Configurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 155
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.DetectProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:
                        line 533
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.GetProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:lin
                        e 99
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2010
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, BuildCommand Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UE4Exe, String SignPak, List`1 Cl
                        ientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 MapIniSectionsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatform
                        Map, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 SkipBuildClient, Nullable`1 SkipBuildEditor, Nullable`1 Cook, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, String AdditionalPakOptions, Nullable`1 IterativeCooking, String IterateSharedCookedBuild, Nullable`1 IterateShar
                        edBuildUsePrecompiledExe, Nullable`1 CookAll, Nullable`1 CookPartialGC, Nullable`1 CookInEditor, String CookOutputDir, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 EncryptIniFiles, Nullable`1 EncryptPakIndex, Nullable`1 EncryptEverything, Nullable`1 SkipCookingEditorConten
                        t, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, Nullable`1 AddPatchLevel, Nullable`1 StageBaseReleasePaks, Nullable`1 GenerateRemaster, String DiscVersion, String DLCName, String Diff
                        CookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 DLCPakPluginFile, Nullable`1 DLCActLikePatch, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, String DeployFolder, String GetFile, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nulla
                        ble`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 SeparateDebugInfo, Nullable`1 MapFile, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 IoStore, Nullable`1 SkipIoStore, Nullable`1 Prereqs, String AppLocalDirectory, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 PakAlignForMemoryMapping, Nullable`1 NullRHI, Nullable`1 FakeClien
                        t, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 PrePak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String
                         ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, String SpecifiedClientTarget, String SpecifiedServerTarget, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, String UbtArgs, String AdditionalPackageOptions, Nullable`1 IterativeDeploy, Nullable`
                        1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 RunAssetNativization, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UseExtraFlavor, String Provision, String Certificate, String Team, Boolean AutomaticSigning, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 InMapsToRebuildHLOD, ParamList`1 TitleID) in D:\Build\++UE4+Li
                        censee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 1072
                        UATHelper: Packaging (Windows (64-bit)):           at BuildCookRun.SetupParams() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 46
                        UATHelper: Packaging (Windows (64-bit)):           at BuildCookRun.ExecuteBuild() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 37
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 176
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731
                        UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.Main(String[] Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
                        UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Chozabu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\e+Epic+Games+UE_4.25\Log.txt for full exception trace)
                        UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
                        PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.
                        Had a google around, unsure why - though the project does package if I remove the advancedsession and advancedsteamsessions plugins.

                        Any suggestions to fix/debug would be great.

                        ue4.25 is a fresh launcher install with no added plugins.

                        Update - looks like it may be incompatible with the git LFS plugin, not yet sure though
                        See my PortalsBP on the marketplace
                        Currently working on Wheelz2 and Zario

                        Comment


                          How do I update my project from 4.23 to 4.25? I know hwo to actually update the project and I did (I made a backup first, incase it failed, and it did). And Now I get packaging errors saying "can't find a part of path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\Experimental\HTML5Networking\HTML5Networking.uplugin' and "Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\AdvancedSessionsPlugin-4-23\AdvancedSessions\AdvancedSessions\AdvancedSessions.uplugin" I downloaded the latest version of advanced plugins, and extracted it to the right place in my folder, but it's still not working, if I go to my plugins in the project, it says I have them installed and activated

                          Comment


                            Originally posted by Capn C4ke View Post
                            How do I update my project from 4.23 to 4.25? I know hwo to actually update the project and I did (I made a backup first, incase it failed, and it did). And Now I get packaging errors saying "can't find a part of path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\Experimental\HTML5Networking\HTML5Networking.uplugin' and "Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\AdvancedSessionsPlugin-4-23\AdvancedSessions\AdvancedSessions\AdvancedSessions.uplugin" I downloaded the latest version of advanced plugins, and extracted it to the right place in my folder, but it's still not working, if I go to my plugins in the project, it says I have them installed and activated
                            Get rid of that "AdvancedSessionsPlugin-4-23" folder and put its contents in the same place for one. Other than that i would put the plugin at the project level normally, not at the engine level.


                            Consider supporting me on patreon

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

                            Comment


                              Originally posted by mordentral View Post

                              Get rid of that "AdvancedSessionsPlugin-4-23" folder and put its contents in the same place for one. Other than that i would put the plugin at the project level normally, not at the engine level.
                              I did that but now it's saying
                              Click image for larger version

Name:	Capture.PNG
Views:	398
Size:	5.7 KB
ID:	1759093
                              And I can't disable the plugin, and I don't remember ever activating it. Should I retry from my backup?

                              Comment


                                Originally posted by Capn C4ke View Post

                                I did that but now it's saying
                                Click image for larger version

Name:	Capture.PNG
Views:	398
Size:	5.7 KB
ID:	1759093
                                And I can't disable the plugin, and I don't remember ever activating it. Should I retry from my backup?
                                Edit your .uproject file in a text editor and delete the module reference.


                                Consider supporting me on patreon

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

                                Comment

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