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    Is there anything special you had to do to get the compiler to let you use

    "#include <steam/steam_api.h>"

    i'm trying to use that just in my project outside of the plugin to try and get some of the global leader board functionality working from steam and i'm just getting "cannot open include file : No such file or directory" on it

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      Originally posted by MaXi View Post
      Hi mordentral,
      first of all, I would to thank you for this amazing work.

      I've been "playing" with this pluging with a PC project in the last few days and I've seen how it works moreless. In this project I've been able to create and join sessions, look for steam friends, invite them to play etc.
      The problems come when exporting this project to ps4. First, and the less important: in AdvancedFriendsLibrary::RequestSteamFriendInfo a nullptr is returned (but it should be a boolean).
      And there appear other errors of this type: Command line : error: L0039: reference to undefined symbol `SteamAPI_Init' in file "D:\Unreal\OnlineTest\Plugins\AdvancedSessions\Binaries\PS4\OnlineTest-AdvancedSessions.a(AdvancedFriendsLibrary.cpp.o)"

      I have searched but not found anything about this plugin working on ps4... Is it possible?

      Thank you very much.
      The plugin only implements Epics subsystem interfaces in blueprint, some features are unfinished on their end and PS4's community system might be one of them. I would have to check when I have time to see if they have any functions at all attached to PS4.

      Originally posted by GotSomePills View Post
      Is there anything special you had to do to get the compiler to let you use

      "#include <steam/steam_api.h>"

      i'm trying to use that just in my project outside of the plugin to try and get some of the global leader board functionality working from steam and i'm just getting "cannot open include file : No such file or directory" on it
      You have to add additional required modules to your project, check the build.cs for the plugin.


      Consider supporting me on patreon

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

      Comment


        Originally posted by mordentral View Post
        You have to add additional required modules to your project, check the build.cs for the plugin.

        So, when it comes to packaging for consoles, is it safe to have "steamworks" etc in the Public Dependancy Modules? or should they be nested inside an if(target.platform) statement? Also, would you then need to have them as dynamically loaded?

        Comment


          Hi,

          Any chance of a update for 4.12? is there any way i can recompile this my self?

          Comment


            Why can you not put a project out with a plugin in it?

            Comment


              Originally posted by OverRated_AU View Post
              Hi,

              Any chance of a update for 4.12? is there any way i can recompile this my self?
              Would be really interested, too! [MENTION=4285]mordentral[/MENTION] hopefully you'll find some time

              Game Design - Photogrammetry - Programming
              Tutorials · Twitter · Twitch

              Comment


                Originally posted by SchnitzelDude View Post
                Would be really interested, too! [MENTION=4285]mordentral[/MENTION] hopefully you'll find some time
                I always update this , the update just hit at a bad time so I couldn't do it as quickly as I normally do. I'm installing 4.12 now and will re-upload when complete

                Originally posted by GotSomePills View Post
                So, when it comes to packaging for consoles, is it safe to have "steamworks" etc in the Public Dependancy Modules? or should they be nested inside an if(target.platform) statement? Also, would you then need to have them as dynamically loaded?
                Should probably nested to be safe, code wise I doubt it could hurt but you don't need the module at all if you are packaging for consoles. I should probably go over the steam specific code in the plugin at some point and isolate it from non steam capable builds.

                The main problem with the plugin is that the nodes will still show in editor as it doesn't know what you are going to be packaging for so if you use any of them it will fail to package and might be a tough debug for blueprint users.


                Consider supporting me on patreon

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

                Comment


                  Originally posted by mordentral View Post
                  I always update this , the update just hit at a bad time so I couldn't do it as quickly as I normally do. I'm installing 4.12 now and will re-upload when complete
                  Sweet good to hear thanks.

                  Comment


                    4.12.0 version is uploaded.


                    Consider supporting me on patreon

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

                    Comment


                      Originally posted by mordentral View Post
                      4.12.0 version is uploaded.
                      I love you! Thanks a lot

                      Comment


                        Just to let you know, I tested my game again and "OnSessionInviteAccepted" works only when I call it from the GameInstance.
                        Assets: Military Ammunition (Released)
                        Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                        Projects: Giants Of Destruction

                        Comment


                          Originally posted by Blue man View Post
                          Just to let you know, I tested my game again and "OnSessionInviteAccepted" works only when I call it from the GameInstance.
                          Ok so the first part is working fine, I'll run a test myself using a character class with the interface and make sure that part isn't bugged since 4.11


                          Consider supporting me on patreon

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

                          Comment


                            How do you set up a dedicated server with this plugin. Would you still need to go through the usual process of setting up a dedicated server? (Currently when i have dedicated server ticked... it can't be found by the game and is seen as a client server... or just the usual server.)

                            MY set-up at the moment,

                            I have the nodes inside of the main menu ui.
                            I am using steam.
                            Everything works fine when not trying to do dedicated server.
                            Blueprint project.
                            version 4.11.2
                            Last edited by TimSkijwalker; 06-04-2016, 01:16 PM.

                            Comment


                              I need to transfer NET ID'd Between players so I converted the Net ID to a string because transferring the struct NET ID fails. The problem is, is that I can't convert the string back into a NET ID to use for nodes such as the "Get Friend Avatar".

                              Comment


                                When loading the plugin for 4.12 on the Github build, it gives these error messages:







                                Meanwhile, if I use the binary release from the launcher, it works perfectly. Any ideas on how to fix it?

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