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    After a bit of testing, it would seem testing network stuff over Steam does not seem very co-operable whilst UE4 is running. For example, there was a lot of inconsistency with them being able to see my session. I made sure ports 27000-27050 and 7777-7778 were opened(using online port checker always failed, software showed success however).

    I added a loading screen for when a player tries to connect, sort of like a response as otherwise it'd just sit and either connect or not. If I have UE4 running in the background - the loading screen would be infinite. If I closed UE4, it would connect fast.

    I'm not a specialist at this subject, but is this a bug or does it in some way make sense? Are ports "consumed" by UE4 whilst it's running for network testing?

    I am very confused... The inconsistency with the test app ID 480 does not help in any way either. :/

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      is there any chance to get a video tutorial ?

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        Originally posted by Dealman View Post
        After a bit of testing, it would seem testing network stuff over Steam does not seem very co-operable whilst UE4 is running. For example, there was a lot of inconsistency with them being able to see my session. I made sure ports 27000-27050 and 7777-7778 were opened(using online port checker always failed, software showed success however).

        I added a loading screen for when a player tries to connect, sort of like a response as otherwise it'd just sit and either connect or not. If I have UE4 running in the background - the loading screen would be infinite. If I closed UE4, it would connect fast.

        I'm not a specialist at this subject, but is this a bug or does it in some way make sense? Are ports "consumed" by UE4 whilst it's running for network testing?

        I am very confused... The inconsistency with the test app ID 480 does not help in any way either. :/
        Are you trying to run in a packaged build or as an editor launched build? It actually makes some sense that if you are trying to run a packaged build while the editor is running that you might have issues. I also don't have inconsistencies with app id 480, the only caveat I've had with that is the region lock.




        Originally posted by MuhammadMadi View Post
        is there any chance to get a video tutorial ?
        Not for a bit, honestly I need to make documentation for it but I have been really busy.


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          Originally posted by mordentral View Post
          Are you trying to run in a packaged build or as an editor launched build? It actually makes some sense that if you are trying to run a packaged build while the editor is running that you might have issues. I also don't have inconsistencies with app id 480, the only caveat I've had with that is the region lock.
          Aye, a packaged build. Do you know how the region lock works if it's EU/US/Asia and such? I'll try and do some more testing, hopefully it was me having the editor running in the background causing some issues.

          Originally posted by MuhammadMadi View Post
          is there any chance to get a video tutorial ?
          What do you need help with? I've managed to get basic networking going using Steam so I might be able to help with the basic stuff.

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            Originally posted by Dealman View Post
            Aye, a packaged build. Do you know how the region lock works if it's EU/US/Asia and such? I'll try and do some more testing, hopefully it was me having the editor running in the background causing some issues.
            I couldn't find any solid information about how the region lock works with the test app when I last looked. I just know that it has been something that all developers tend to run into. It probably has something to do with preventing people from running games off of the test ID without any steam approval.


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              Originally posted by mordentral View Post
              I couldn't find any solid information about how the region lock works with the test app when I last looked. I just know that it has been something that all developers tend to run into. It probably has something to do with preventing people from running games off of the test ID without any steam approval.
              A'ight thanks for the information, will just have to make do with it until we can get it onto greenlight. Too bad you can't submit it to greenlight to get a private ID, but have it unlisted until ready.

              Also, is it due to limitations that we can only access the avatar of friends? Or would it be possible to implement functionality to get the avatar of other players as well?

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                Originally posted by Dealman View Post
                A'ight thanks for the information, will just have to make do with it until we can get it onto greenlight. Too bad you can't submit it to greenlight to get a private ID, but have it unlisted until ready.

                Also, is it due to limitations that we can only access the avatar of friends? Or would it be possible to implement functionality to get the avatar of other players as well?
                Its only named "GetFriendAvatar" because I it was originally consistent with Epics naming of the functions. I forgot to rename it later and didn't want to break peoples setup, but you should be able to pass in any unique steam id to it (including your own) and get the avatar of that player.


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                  Originally posted by mordentral View Post
                  Its only named "GetFriendAvatar" because I it was originally consistent with Epics naming of the functions. I forgot to rename it later and didn't want to break peoples setup, but you should be able to pass in any unique steam id to it (including your own) and get the avatar of that player.
                  I guess maybe it takes a while for Steam to update, I uploaded an image on my 2nd account but it still displays the default one with a white question-mark.

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                    Originally posted by Dealman View Post
                    I guess maybe it takes a while for Steam to update, I uploaded an image on my 2nd account but it still displays the default one with a white question-mark.
                    You'll have to "Retrieve info" on the net id first or it won't download the avatar. The friends list automatically retrieves all of the avatars and information for each friend on the list. I went into detail about it somewhere around here, but I have a special node just for asking for the information about a user. It is an async networked task so you would want to check in on it until it returns a valid avatar.


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                      Hi mordentral, one quick question:
                      Is there a way to get an event after a friend has acepted an invitation?
                      Thanks!

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                        Originally posted by MaXi View Post
                        Hi mordentral, one quick question:
                        Is there a way to get an event after a friend has acepted an invitation?
                        Thanks!
                        I have two ways to do it, the first post details adding it in the setup section, someone said that the player controller event isn't getting called any more so I will have to check on that. However the default method works fine.

                        https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin&p=374431&viewfull=1#post374431


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                          Originally posted by mordentral View Post
                          I have two ways to do it, the first post details adding it in the setup section, someone said that the player controller event isn't getting called any more so I will have to check on that. However the default method works fine.

                          https://forums.unrealengine.com/showthread.php?69901-Advanced-Sessions-Plugin&p=374431&viewfull=1#post374431
                          Thanks mordentral.
                          I am using the default method (my Game Instance inherits from AdvancedFriendsGameInstance, and in the class options the three options are check), and the problem (not sure if it is a problem) is that the "Event On Session Invite Accepted" is received by the player who has received the invitation, after acepting this invitation, but the player who has launched the invitation doesn't receive any event. "Event On Session Invite Received" is never launched, neither for the invited or the host.

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                            Originally posted by MaXi View Post
                            Thanks mordentral.
                            I am using the default method (my Game Instance inherits from AdvancedFriendsGameInstance, and in the class options the three options are check), and the problem (not sure if it is a problem) is that the "Event On Session Invite Accepted" is received by the player who has received the invitation, after acepting this invitation, but the player who is has launch the invitation doesn't receive any event. "Event On Session Invite Received" is never launched, neither for the invited or the host.
                            Oh that....yeah Epic hasn't actually implemented that event yet. I got ahead of myself and put it in because it is in the subsystem code on their end (they plan on adding it) but the function is empty. I was hoping they would flesh it out by 4.12 but I don't think there were any subsystem changes at all in this version.


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                              Originally posted by mordentral View Post
                              Oh that....yeah Epic hasn't actually implemented that event yet. I got ahead of myself and put it in because it is in the subsystem code on their end (they plan on adding it) but the function is empty. I was hoping they would flesh it out by 4.12 but I don't think there were any subsystem changes at all in this version.
                              :|
                              So... is there any way for the player who is sending the invitation to "know" when the other player has accepted it? I have tried to call to "Get Session Settings" after creating the session and send the invitation to a friend (not "Open Level" yet, waiting to the friend...), but this node doesn't returns the current players in the session.
                              Thank you for your time

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                                You can check player states for them or use the OnLogin event to know when they connect for now. Hopefully Epic will flesh out the OnAccepted node soon.


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