Originally posted by LatFoued
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Originally posted by TheFlow3k View PostThanks a lot. I thought like many BP nodes with targets it will use self as default. But you are right! thank you!
Warning or error message on compile would be nice of ue4 editor. Seems to make no sense to plug nothing into it.
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Originally posted by mordentral View Post
You would have to bind to the "AvatarImageLoaded_t" callback in the steam API and translate the CSteamID into a FSteamUniqueNetID for comparison. There wasn't a good place to put a callback like that without forcing the use of a manager or class on the end user so I left it up for manual polling where it will return AsyncLoading if the image isn't ready yet. I didn't want it to be an actual latent node as people looping over it for a large list could cause issues then.
On another note, have you experienced problems using Steam's DRM with the plugin or Multiplayer? I get the error "Executables with a TLS callback can only be wrapped in compatibility mode"
Thanks
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Originally posted by mordentral View Post.. you aren't calling that from a player state anyway so a "self" reference wouldn't make much sense there regardless.
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Originally posted by TheFlow3k View PostAny chance of getting a "ping" before being in the same session? There is a BP node to get a ping from a session, but it retrieves 9999.
Anyone get it run to get pings from servers to list pings beside the available server list?
Using steam as online subsystem
https://docs.unrealengine.com/en-US/...eam/index.html
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Advanced Sessions Plugin
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Originally posted by Skiddybison5924 View PostHi when i package my project i cant start my game if I disable the plugins it works but only in version 4.25 please helpn btw it works in PIE
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Originally posted by TheFlow3k View PostAny chance of getting a "ping" before being in the same session? There is a BP node to get a ping from a session, but it retrieves 9999.
Anyone get it run to get pings from servers to list pings beside the available server list?
Using steam as online subsystem
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Hello, I look for a way to make a listen server not able to be find on find session anymore, after the maingame on the server-session is started.
I think I can make use of advanced sessions plugin here, right?
I see "filter" when investigating the nodes Advances Sessions bring with. I see "filter" in "find Sessions Advanced" and also on "Create Session". Can I change the filter also with blueprint in a already running game? That would be good, so I can change a filter on running server so the server will be hidden on "find sessions".
But I see no blueprint node for change the applied filter when the server is running. Is that possible? Or any other way to set a already running server "hidden" for next Clients who do a "Find Sessions Advanced"?
Thanks a lot
Edit: I think the correct term I should use is "change the server to not advertise the server anymore when game is running". And did not see the node "Update Session". Is update sessions the one I can use to update a session on already running multiplayer server (without people get disconnected or other side effects)?Last edited by TheFlow3k; 10-21-2020, 06:41 PM.
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Originally posted by TheFlow3k View PostHello, I look for a way to make a listen server not able to be find on find session anymore, after the maingame on the server-session is started.
I think I can make use of advanced sessions plugin here, right?
I see "filter" when investigating the nodes Advances Sessions bring with. I see "filter" in "find Sessions Advanced" and also on "Create Session". Can I change the filter also with blueprint in a already running game? That would be good, so I can change a filter on running server so the server will be hidden on "find sessions".
But I see no blueprint node for change the applied filter when the server is running. Is that possible? Or any other way to set a already running server "hidden" for next Clients who do a "Find Sessions Advanced"?
Thanks a lot
Edit: I think the correct term I should use is "change the server to not advertise the server anymore when game is running". And did not see the node "Update Session". Is update sessions the one I can use to update a session on already running multiplayer server (without people get disconnected or other side effects)?
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
Yes it just updates the sessions information, you can use it for that.
One question I have. I mange to get the Session result and use it with "get extra settings" and then pass it to every node (bool, string, byte) to get the Property by using a "Get Session Property **". At the moment, I pass the "Session result" and access is several times with "get extra settings" -> "Get Session Property". I just want to know, are all properties "saved locally" into the "session result" (or better say into session result array) after the "find sessions advanced" so the "get extra settings" -> "Get Session Property **" are just "locally executed" functions. Or are the "Session results" just links to the real online session and "get extra settings" and also each "Get Session Property **" is doing a Request to the online session to get the current value again?
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Originally posted by TheFlow3k View Post
Thanks mordentral, I just wanted to make sure. I dig deeper into your plugin yesterday night and want to say thank you. I have integrated it in my game project to make use of custom servername and other things which default ue4 subsystem for steam is not providing. Works nicely. Thanks a lot for your effort you put input to expose things to BP!
One question I have. I mange to get the Session result and use it with "get extra settings" and then pass it to every node (bool, string, byte) to get the Property by using a "Get Session Property **". At the moment, I pass the "Session result" and access is several times with "get extra settings" -> "Get Session Property". I just want to know, are all properties "saved locally" into the "session result" (or better say into session result array) after the "find sessions advanced" so the "get extra settings" -> "Get Session Property **" are just "locally executed" functions. Or are the "Session results" just links to the real online session and "get extra settings" and also each "Get Session Property **" is doing a Request to the online session to get the current value again?
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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At the moment I face sporadically problems with client player state. Sometimes after running`a steam game and ServerTravel from Lobby-Level to Gameplay-Level, the Client get not player state assigned. I see it clearly in the logs because the client who has no playerstate fires not the begin play of playerstate and also when check for valid playerstate in player controller, it get the result player state is not valid. Also seconds after servertravel to new map.
Somebody had a "random" issue like that before?
It seems working fine on my local machine on stand alone testing in two instances. But get the strange behavior often after publish the game to steam and then use real steam clients and do the servertravel. :-(
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