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    Code:
    MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=D:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET
    MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=D:/PROJEKTY/Azuma_No_Tatakai_mp_test_game/Azuma_No_Tatakai.uproject -cook -stage -archive -archivedirectory=C:/Users/Koziol12/Desktop/ant/prealpha 0.2.5 prevew 0.05 -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Program Files (x86)/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Koziol12/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+(x86)+Epic+Games+4.10)
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=D:\Pliki programów (x86)\Microsoft Visual Studio 14.0\Common7\Tools
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via D:\Pliki programów (x86)\Microsoft Visual Studio 14.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=
    MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: SetFrameworkVars failed. Assuming no compilation capability.
    MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
    MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
    MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
    MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Azuma_No_Tatakai.uproject
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Koziol12\Desktop\ant\prealpha 0.2.5 prevew 0.05
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Saved\StagedBuilds
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Shipping
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=Azuma_No_Tatakai
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64\Azuma_No_Tatakai.exe
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64\Azuma_No_Tatakai.exe
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Azuma_No_Tatakai.uproject
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Azuma_No_Tatakai
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
    MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
    MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: You are attempting to compile on a machine that does not have a supported compiler!
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
    MainFrameActions: Packaging (Windows (64-bit)):    w Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
    MainFrameActions: Packaging (Windows (64-bit)):    w BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)):    w BuildCommand.Execute()
    MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Program.Main()
    MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
    MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
    MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
    PackagingResults:Error: Error Unknown Error
    I have a problem with the packaging design. Visual Studio Community in 2015 and 2013 installed. Visual C ++ also instaled in 2015 and 2013 VS.

    Windows 8.0
    Intel core i5 3230M
    8GB Ram
    Radeon HD8850m
    Last edited by Koziol12_DevZen; 03-10-2016, 10:05 AM.

    Comment


      Originally posted by Koziol12_DevZen View Post
      I have a problem with the packaging design. Visual Studio Community in 2015 and 2013 installed. Visual C ++ also instaled in 2015 and 2013 VS.

      Windows 8.0
      Intel core i5 3230M
      8GB Ram
      Radeon HD8850m

      You are attempting to compile on a machine that does not have a supported compiler!
      MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE,
      Something is wrong with your 2015 VS install, also if you wouldn't mind editing your post to use code tags on that instead so it doesn't take up the entire page it would be appreciated.


      Consider supporting me on patreon

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

      Comment


        Something is wrong with your 2015 VS install.
        How to fix it? Reinstal don't helps.

        Comment


          Originally posted by Koziol12_DevZen View Post
          How to fix it? Reinstal don't helps.
          Its not really my area being an engine issue, but I would regenerate your project files if I were you by right clicking on the .uproject and "Generateprojectfiles".

          Thanks for editing your post btw, keeps the thread more readable.


          Consider supporting me on patreon

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

          Comment


            OK thank you.
            Maybe on the general forum someone help me.

            Comment


              Originally posted by mordentral View Post
              Shouldn't have to do that, when I regenerate my project files the plugins are added into the project under their sub folders and compile fine.
              if I do it that way, the editor opens just fine and i can make a blueprint class of the advanced friends game instance, however i can't make a c++ class that inherits from it, and if I try to inherit from it in source I get the errors i've been getting.

              Comment


                Originally posted by GotSomePills View Post
                if I do it that way, the editor opens just fine and i can make a blueprint class of the advanced friends game instance, however i can't make a c++ class that inherits from it, and if I try to inherit from it in source I get the errors i've been getting.
                You will need to add the "AdvancedSessionsPlugin" module into your project references in the build.cs to use its classes in source.

                You can also inherit it directly in blueprints by the way if you don't need source specific functionality.

                Plugins aren't auto included into your source paths, you have to declare that you want them.


                Consider supporting me on patreon

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

                Comment


                  [MENTION=4285]mordentral[/MENTION] in preparation for using your totally awesome plugin (thanks x >9000) I just integrated steamworks into my ue4 project and everything works fine but when reading the install notes from the steamworks sdk documentation is saw that it stated
                  "Getting the C++ API
                  First, download the Steamworks SDK.
                  Unzip into a folder relative to your source tree
                  The following files need to go in your run-time directory (next to your game executable, or in your the dll search path)
                  steam_api.dll (this is redistributable with your game )
                  The following library needs to be included in any project you access
                  steam_api.lib
                  The following header files need to be included in your C++ project
                  steam_api.h
                  steam_gameserver.h (for multi-player games only)
                  Build!"

                  Is this something that needs to be done if I am using blueprints only? Would it be a good idea to make it a code project? I'm planning on using steam Voice, are there any considerations I should be making for that?

                  Comment


                    Originally posted by Lasyavez View Post
                    [MENTION=4285]mordentral[/MENTION] in preparation for using your totally awesome plugin (thanks x >9000) I just integrated steamworks into my ue4 project and everything works fine but when reading the install notes from the steamworks sdk documentation is saw that it stated
                    "Getting the C++ API
                    First, download the Steamworks SDK.
                    Unzip into a folder relative to your source tree
                    The following files need to go in your run-time directory (next to your game executable, or in your the dll search path)
                    steam_api.dll (this is redistributable with your game )
                    The following library needs to be included in any project you access
                    steam_api.lib
                    The following header files need to be included in your C++ project
                    steam_api.h
                    steam_gameserver.h (for multi-player games only)
                    Build!"

                    Is this something that needs to be done if I am using blueprints only? Would it be a good idea to make it a code project? I'm planning on using steam Voice, are there any considerations I should be making for that?

                    No all of that is done for you in the engine already.

                    Blueprints if you are using the launcher won't require any of that setup, you'll just need to add the steam subsystem to your defaultengine.ini and "OnlineSubsystemSteam" to your build.cs. There should be valid tutorials for that somewhere.


                    Consider supporting me on patreon

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

                    Comment


                      Originally posted by mordentral View Post
                      No all of that is done for you in the engine already.

                      Blueprints if you are using the launcher won't require any of that setup, you'll just need to add the steam subsystem to your defaultengine.ini and "OnlineSubsystemSteam" to your build.cs. There should be valid tutorials for that somewhere.
                      Great!! I dont believe I added the OnlineSubsystemSteam. Where is the build.cs file? I couldn't find where that file was, whether in my project or my engine.

                      Comment


                        Build.cs is only there if you have any source files with the project.


                        Consider supporting me on patreon

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

                        Comment


                          Originally posted by mordentral View Post
                          Build.cs is only there if you have any source files with the project.
                          I am using the launcher ue4 does this apply or do you mean adding code to the project?

                          Comment


                            Originally posted by Lasyavez View Post
                            I am using the launcher ue4 does this apply or do you mean adding code to the project?
                            If you ever add code to the project you will have to add the advanced sessions plugin to your Build.cs so that it can reference it. If you remain as blueprint only then you can just add the following to the top of your defaultengine.ini and it will work:


                            *Keep in mind that if you want to PACKAGE your project (and you will) you will need a compiler installed anyway with UE4 because it will recompile the plugin.

                            Code:
                            [Voice] 
                            bEnabled=true
                            
                            [/Script/Engine.GameEngine]
                            +NetDriverDefinitions=(DefName="GameNetDriver2",DriverClassName="OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
                            +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
                            
                            [OnlineSubsystem]
                            bHasVoiceEnabled=true
                            DefaultPlatformService=Steam
                            
                            [OnlineSubsystemSteam]
                            bEnabled=true
                            SteamDevAppId=480


                            Consider supporting me on patreon

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

                            Comment


                              [MENTION=4285]mordentral[/MENTION] with this plugin can I handle all networking in BP or is c++ still required? Sorry for newb questions it's my first time setting up any networking and I want to get it right.

                              I guess Im confused what you mean by source file you mentioned. I thought you could only add the source folder to your BP project if you add C++ code to it. Is that what you meant?

                              Comment


                                Originally posted by Lasyavez View Post
                                [MENTION=4285]mordentral[/MENTION] with this plugin can I handle all networking in BP or is c++ still required? Sorry for newb questions it's my first time setting up any networking and I want to get it right.

                                I guess Im confused what you mean by source file you mentioned. I thought you could only add the source folder to your BP project if you add C++ code to it. Is that what you meant?
                                Yes, if you add a single source file to your project then you will need to edit the build.cs that is created when that is done.

                                This plugin doesn't handle "networking", it handles interfacing with the online subsystem, all of the networking itself is handled by the engine and has always been blueprint only compatible, this plugin just makes some things that weren't accessible through blueprints for the online subsystems accessible.

                                You are asking some very basic questions however, some of which have nothing to do with the plugin itself. You might want to do some tutorial reading and go through the setup documentation first and get a handle on how everything in the engine works.


                                Consider supporting me on patreon

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

                                Comment

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