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    Ok I'm digging through log files and I'm seeing a few things that are probably the issue, but not sure why:

    [2020.08.31-18.20.42:126][593]LogOnline: OSS: Creating online subsystem instance for: Steam
    [2020.08.31-18.20.42:126][593]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
    [2020.08.31-18.20.42:126][593]LogOnline: OSS: Creating online subsystem instance for: NULL
    AdvancedSteamFriendsLog: Warning: CreateSteamIDFromString Had a bad UniqueNetId!
    AdvancedSessionsLog: Warning: UniqueNetIdToString received a bad UniqueNetId!

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      Has anyone ever encountered only LAN online, Internet search can not host.But I downloaded Cardinal Menu Demo and it's online

      Comment


        Originally posted by Nostrildumbass View Post
        Ok I'm digging through log files and I'm seeing a few things that are probably the issue, but not sure why:

        [2020.08.31-18.20.42:126][593]LogOnline: OSS: Creating online subsystem instance for: Steam
        [2020.08.31-18.20.42:126][593]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
        [2020.08.31-18.20.42:126][593]LogOnline: OSS: Creating online subsystem instance for: NULL
        AdvancedSteamFriendsLog: Warning: CreateSteamIDFromString Had a bad UniqueNetId!
        AdvancedSessionsLog: Warning: UniqueNetIdToString received a bad UniqueNetId!
        Yeah your steam subsystem is shutting down again and you are running on the NULL subsystem, none of the steam functions are going to work with that.


        Consider supporting me on patreon

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

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          Originally posted by thejturner View Post
          Thanks for the reply. I will try to build it on the Mac and report back with results. I had no idea it was that straightforward.
          Hey, I was wondering if you have a follow up on this attempt to share, thejturner ?

          If anyone else has any advice for running Advanced Sessions on a Mac, I'd like to hear it.

          Cheers.

          Comment


            Originally posted by mordentral View Post

            Yeah your steam subsystem is shutting down again and you are running on the NULL subsystem, none of the steam functions are going to work with that.
            In case it helps anyone else, I found this, launching my game by right clicking my project file and using "Launch Game" seems to work:

            https://forums.unrealengine.com/deve...25-steam-issue

            And placing the errors here to help the Google/forum search Gods

            [593]LogOnline: OSS: Creating online subsystem instance for: Steam
            [593]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
            [593]LogOnline: OSS: Creating online subsystem instance for: NULL
            AdvancedSteamFriendsLog: Warning: CreateSteamIDFromString Had a bad UniqueNetId!
            AdvancedSessionsLog: Warning: UniqueNetIdToString received a bad UniqueNetId!

            Now the next issue I'm getting is an error saying the SteamShared plugin can't be found. I do have it enabled in my project (I can disable it and re-enable it fine).
            Last edited by Nostrildumbass; 09-01-2020, 06:32 PM.

            Comment


              Originally posted by Nostrildumbass View Post

              In case it helps anyone else, I found this, launching my game by right clicking my project file and using "Launch Game" seems to work:

              https://forums.unrealengine.com/deve...25-steam-issue

              And placing the errors here to help the Google/forum search Gods

              [593]LogOnline: OSS: Creating online subsystem instance for: Steam
              [593]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
              [593]LogOnline: OSS: Creating online subsystem instance for: NULL
              AdvancedSteamFriendsLog: Warning: CreateSteamIDFromString Had a bad UniqueNetId!
              AdvancedSessionsLog: Warning: UniqueNetIdToString received a bad UniqueNetId!

              Now the next issue I'm getting is an error saying the SteamShared plugin can't be found. I do have it enabled in my project (I can disable it and re-enable it fine).
              Oh, were you not trying to test in standalone launch? PIE won't work for steam.

              Thought at some point you had said you were using stand alone.


              Consider supporting me on patreon

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

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                Originally posted by mordentral View Post

                Oh, were you not trying to test in standalone launch? PIE won't work for steam.

                Thought at some point you had said you were using stand alone.
                I've been trying every way I can think of I posted about my SteamShared plugin error now in the general UE forum since I know that's not a problem with your plugin. It's weird. If I right click my project file and launch from there, it all seems to work, but if I use the Launch button from the editor (not Play, where we know this won't work) or try to package, I get the SteamShared plugin error.

                Comment


                  Originally posted by mordentral View Post

                  Oh, were you not trying to test in standalone launch? PIE won't work for steam.

                  Thought at some point you had said you were using stand alone.
                  Hey mordentral,

                  I've gotten through the issues I was having with packaging and testing my game. Now I'm having a strange issue where my client connects fine, gets a character spawned (server sees it), possesses it fine (I used Get Controlled Pawn and print the object name, and it is there) but for some reason the client is stuck staring at the sky and isn't given "control" of the character. I assume we should use "AdvancedGameSession" as the game session class in the game mode's class defaults, but I tried that and the base Game Session (neither works). Does this ring any bells? I ran into this long ago when I first set up my multiplayer using the default game sessions, I can't remember what was wrong.

                  Comment


                    Originally posted by Nostrildumbass View Post

                    Hey mordentral,

                    I've gotten through the issues I was having with packaging and testing my game. Now I'm having a strange issue where my client connects fine, gets a character spawned (server sees it), possesses it fine (I used Get Controlled Pawn and print the object name, and it is there) but for some reason the client is stuck staring at the sky and isn't given "control" of the character. I assume we should use "AdvancedGameSession" as the game session class in the game mode's class defaults, but I tried that and the base Game Session (neither works). Does this ring any bells? I ran into this long ago when I first set up my multiplayer using the default game sessions, I can't remember what was wrong.
                    Advanced sessions has nothing to do with character control, its an interface to the "session finding subsystem" in engine, once you are actually connected all of the networking is handled by the engines base networking (same as Open IP to connect). You don't need any AS specific things for the actual game to function post connect.

                    If you are actually possessing the character then no, it should function fine at that point, so I wouldn't know off the top of my head what is going wrong.


                    Consider supporting me on patreon

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

                    Comment


                      Hi mordentral, i have a problem right now
                      1. I Download Advanced Sessions i install on MyFolder/plugins/AdvancedSessions
                      2. I Activate AdvancedSessions & AdvancedSteamSessions
                      3. Also i have online subsystem and steam substystem activated
                      4. Work Host & Find sessions and i think all features
                      5. I Put on defaultEngine.ini the Finished Settings (https://docs.unrealengine.com/en-US/...eam/index.html)
                      6. I try open the game as (Standalone Game with Offline/Server listen/Client) on all methods don't show Steam overlay.
                      7. I Try package game, works, but i can't open the game.
                      Thanks for help.

                      Edit:

                      Also i have a strange problem:

                      When move forward with client it's okey, but if i try move to sideways or backward i have a problem like a collision?

                      First is server and second is Client.



                      (Is ThirdPersonCharacter)

                      Edit2:
                      I'm using 4.25.3
                      Last edited by davicyyo; 09-10-2020, 11:00 PM.

                      Comment


                        Originally posted by davicyyo View Post
                        Hi mordentral, i have a problem right now[LIST=1][*]I try open the game as (Standalone Game with Offline/Server listen/Client) on all methods don't show Steam overlay.[*]I Try package game, works, but i can't open the game.
                        [/B]
                        Hi, the Steam subsystem doesn't work if you use the play button from the editor. It only works if you use the Launch button (which from what I understand is just like packaging on the fly and running) or run your packaged game. It sucks and I think it's a UE bug Epic know about. Why can't you open the game after you package it? Any errors?

                        I thought I'd help Mordentral here by explaining he can't (or at least can't offer more of his time) help with "development issues", his plugin doesn't handle replication itself, it just provides us more access to session info essentially. What you're seeing that looks like a collision is most likely client/server lag or some conflicting logic where the server is telling the client he can't move, then allows him to (likely alternating quickly between the two). If you have any sort of booleans on your character like CanWalk, make sure it's not being updated to False or something while replicating the problem.

                        There's a setting in UE that I recommend disabling that might help, search for "Use less CPU when in background". Disabling that helped with several performance issues I was having when testing (client loading in and seeing everything start sync took up to 10 seconds, and movign around was choppy pretty similar to your video).
                        Last edited by Nostrildumbass; 09-11-2020, 01:03 AM.

                        Comment


                          Hello, I have not implemented Advanced Steam Sessions yet in my project. Just a question, is "get ping" working for listen server multiplayer also?
                          I found a reddit chat about problems of UE4 getting not a correct ping of the session:
                          https://www.reddit.com/r/unrealengin...nce_ping_9999/
                          Someone said it is fixed in Advanced Steam Sessions plugin, but someone also said its not. Would be nice to know before implementing your great plugin.
                          Do it provide to get accurate ping in listen mode? Thanks a lot.

                          Just a side question. When its working fine, do I have to make the "get ping" call on every client and the replicate the result to the server (to let server know all pings)? Or is it also possible for the server to simply ping all connected players (player controllers) and have all ping of all clients on that way?
                          Last edited by TheFlow3k; 09-11-2020, 07:22 AM.
                          Next Game: Regain Earth: First Strike - A co-op multiplayer Action Shooter Game. Website TwitterYouTube RedditSteam

                          Comment


                            Originally posted by TheFlow3k View Post
                            Hello, I have not implemented Advanced Steam Sessions yet in my project. Just a question, is "get ping" working for listen server multiplayer also?
                            I found a reddit chat about problems of UE4 getting not a correct ping of the session:
                            https://www.reddit.com/r/unrealengin...nce_ping_9999/
                            Someone said it is fixed in Advanced Steam Sessions plugin, but someone also said its not. Would be nice to know before implementing your great plugin.
                            Do it provide to get accurate ping in listen mode? Thanks a lot.

                            Just a side question. When its working fine, do I have to make the "get ping" call on every client and the replicate the result to the server (to let server know all pings)? Or is it also possible for the server to simply ping all connected players (player controllers) and have all ping of all clients on that way?
                            The ping not returning was an issue with steam servers, they "fixed" that when they added in the steam authentication setup where it should return the correct ping now if you are using steam auth.


                            Consider supporting me on patreon

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

                            Comment


                              Originally posted by Nostrildumbass View Post

                              Hi, the Steam subsystem doesn't work if you use the play button from the editor. It only works if you use the Launch button (which from what I understand is just like packaging on the fly and running) or run your packaged game. It sucks and I think it's a UE bug Epic know about. Why can't you open the game after you package it? Any errors?

                              I thought I'd help Mordentral here by explaining he can't (or at least can't offer more of his time) help with "development issues", his plugin doesn't handle replication itself, it just provides us more access to session info essentially. What you're seeing that looks like a collision is most likely client/server lag or some conflicting logic where the server is telling the client he can't move, then allows him to (likely alternating quickly between the two). If you have any sort of booleans on your character like CanWalk, make sure it's not being updated to False or something while replicating the problem.

                              There's a setting in UE that I recommend disabling that might help, search for "Use less CPU when in background". Disabling that helped with several performance issues I was having when testing (client loading in and seeing everything start sync took up to 10 seconds, and movign around was choppy pretty similar to your video).
                              Thank you very much for answering me, I have reviewed the code of the ThirdPersonCharacter and I have some Booleans, however none affects the movement of the player walking, the curious thing about that error, is that it happens when moving to the sides and back, if it walks straight if it works, how it said above is as which one brings it by default ThirdPersonCharacter.

                              I see that if I give it to launch in effect a kind of packaging, I have given it but I skip an error of online subsystem

                              Code:
                              LogPlayLevel: Error: LogPluginManager: Error: Unable to load plugin 'OnlineSubsystemSteam'. Aborting.
                              LogPlayLevel: Error: ERROR: Client exited with error code: 1
                              PackagingResults: Error: Launch failed! Unknown Error
                              Follow everything activated both advanced sessions + advanced steam sessions and online subsystem + online subsystem steam

                              I don't get any errors when running the packaged game, it directly doesn't open me or open the epic games launcher.

                              I have disabled the CPU option, but I do not see any improvement effect, however it only works poorly in Standlone, in viewport there is no delay.

                              Thank you

                              Comment


                                Originally posted by mordentral View Post
                                The ping not returning was an issue with steam servers, they "fixed" that when they added in the steam authentication setup where it should return the correct ping now if you are using steam auth.
                                Thank you. You mean it works fine now Advanced Steam Sessions or it now also working fine in UE4 built in steam session subsystem?
                                Next Game: Regain Earth: First Strike - A co-op multiplayer Action Shooter Game. Website TwitterYouTube RedditSteam

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