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  • replied
    hey everyone! I have need solution......
    I join in the player in the session (JoinSession) when the pplayer Logout from Server I want the character not destroy on server, but stay on Server. Now when exit from Session the player destroy, I want stay on Server, how can solved this problem?

    Tk..

    Leave a comment:


  • replied
    Originally posted by mordentral View Post
    The current status is available in the steam friend info struct.
    Followup question: I can successfully get my friends list, and their names and avatars etc, and I can get whether they're offline or away, but I can't get the "Playing [Game name]" that shows up in the Steam friends list. I thought it would be in BPFriendInfo -> Presense Info -> Status String, but that's always empty. Is this just not available?

    [EDIT] nevermind, just found GetSteamFriendGamePlayed().

    Leave a comment:


  • replied
    ? I already packaged and uploaded one for 4.19.1, i'll re-package and re-upload though just in case

    *edit* Re-packaged and re-uploaded, date on the other one appeared old, last upload must have failed.
    Last edited by mordentral; 04-19-2018, 06:21 PM.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    It is definitely an issue from that side.
    Can you please upload 4.19.1 updated version? Couse for 4.19.1, 4.19 version dont work....

    Leave a comment:


  • replied
    When will you guys upload 4.19.1 updated version?

    Leave a comment:


  • replied
    Originally posted by Mootjuh View Post
    Hhmm weird, other functions seem to work. We are using a custom OSS so it might indeed be an issue from that side.
    It is definitely an issue from that side.

    Leave a comment:


  • replied
    Hhmm weird, other functions seem to work. We are using a custom OSS so it might indeed be an issue from that side.

    Leave a comment:


  • replied
    Originally posted by Mootjuh View Post
    I'm getting this error when a client calls "Is Player in Session". I'm using it to switch to a lobby widget and if not load the normal main menu. I'm using 4.18.3.
    Looks like the subsystem is trying to reference itself and failing? There really isn't much that can go wrong from my end with that function.

    Leave a comment:


  • replied
    I'm getting this error when a client calls "Is Player in Session". I'm using it to switch to a lobby widget and if not load the normal main menu. I'm using 4.18.3.


    Code:
    [[2018.04.14-23.01.35:206][114]LogWindows: Error: === Critical error: ===
    [2018.04.14-23.01.35:206][114]LogWindows: Error:
    [2018.04.14-23.01.35:206][114]LogWindows: Error: Fatal error!
    [2018.04.14-23.01.35:206][114]LogWindows: Error:
    [2018.04.14-23.01.35:206][114]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
    [2018.04.14-23.01.35:206][114]LogWindows: Error:
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000EA740716 ProjDelt.exe!IsPlayerInSessionImpl() [D:\Program Files\Epic Games\UE_4.18\engine\plugins\online\onlinesubsystem\source\private\onlinesubsystem.cpp:105]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000EA85F195 ProjDelt.exe!UAdvancedSessionsLibrary::IsPlayerInSession() [D:\github\projcontdev\plugins\advancedsessions\source\advancedsessions\private\advancedsessionslibrary.cpp:154]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000EA84D5AE ProjDelt.exe!UAdvancedSessionsLibrary::execIsPlayerInSession() []
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E72E9404 ProjDelt.exe!UFunction::Invoke() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74A3644 ProjDelt.exe!UObject::CallFunction() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:732]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74B8109 ProjDelt.exe!UObject::ProcessContextOpcode() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2167]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74BA2C1 ProjDelt.exe!UObject::ProcessInternal() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74A4039 ProjDelt.exe!UObject::CallFunction() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74BA2C1 ProjDelt.exe!UObject::ProcessInternal() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74A4039 ProjDelt.exe!UObject::CallFunction() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74BA2C1 ProjDelt.exe!UObject::ProcessInternal() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74A4039 ProjDelt.exe!UObject::CallFunction() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74BA2C1 ProjDelt.exe!UObject::ProcessInternal() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E72E9404 ProjDelt.exe!UFunction::Invoke() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E74B96F2 ProjDelt.exe!UObject::ProcessEvent() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E8F08381 ProjDelt.exe!AActor::ProcessEvent() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\actor.cpp:693]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E8EDB438 ProjDelt.exe!AActor::BeginPlay() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\actor.cpp:3192]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E98C4954 ProjDelt.exe!APlayerController::BeginPlay() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\playercontroller.cpp:1441]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E8EE3E6B ProjDelt.exe!AActor::DispatchBeginPlay() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\actor.cpp:3160]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E9D495BE ProjDelt.exe!AWorldSettings::NotifyBeginPlay() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\worldsettings.cpp:187]
    [2018.04.14-23.01.35:206][114]LogWindows: Error: [Callstack] 0x00000000E9467465 ProjDelt.exe!AGameState::OnRep_MatchState() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\gamestate.cpp:143]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E72E9404 ProjDelt.exe!UFunction::Invoke() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E74B96F2 ProjDelt.exe!UObject::ProcessEvent() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E8F08381 ProjDelt.exe!AActor::ProcessEvent() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\actor.cpp:693]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E992F18B ProjDelt.exe!FRepLayout::CallRepNotifies() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\replayout.cpp:2407]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E932A9F8 ProjDelt.exe!FObjectReplicator::CallRepNotifies() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\datareplication.cpp:1474]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E934C812 ProjDelt.exe!FObjectReplicator::PostReceivedBunch() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\datareplication.cpp:1032]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E934FC88 ProjDelt.exe!UActorChannel::ProcessBunch() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\datachannel.cpp:2297]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E9356F3C ProjDelt.exe!UActorChannel::ReceivedBunch() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\datachannel.cpp:2139]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E935ADBC ProjDelt.exe!UChannel::ReceivedNextBunch() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\datachannel.cpp:665]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E935BC51 ProjDelt.exe!UChannel::ReceivedRawBunch() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\datachannel.cpp:388]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E96F29C9 ProjDelt.exe!UNetConnection::ReceivedPacket() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\netconnection.cpp:1319]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E96F3D51 ProjDelt.exe!UNetConnection::ReceivedRawPacket() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\netconnection.cpp:728]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000EA7EF7E2 ProjDelt.exe!UIpNetDriver::TickDispatch() [D:\Program Files\Epic Games\UE_4.18\engine\plugins\online\onlinesubsystemutils\source\onlinesubsystemutils\private\ipnetdriver.cpp:455]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E96D17BD ProjDelt.exe!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E76C2DA6 ProjDelt.exe!TBaseMulticastDelegate<void,float>::Broadcast() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E95FC2D8 ProjDelt.exe!UWorld::Tick() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\leveltick.cpp:1296]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E94264A1 ProjDelt.exe!UGameEngine::Tick() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\engine\private\gameengine.cpp:1221]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E6D8DDE7 ProjDelt.exe!FEngineLoop::Tick() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\launch\private\launchengineloop.cpp:3296]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E6D9D8CC ProjDelt.exe!GuardedMain() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\launch\private\launch.cpp:166]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E6D9D93A ProjDelt.exe!GuardedMainWrapper() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000E6DA9ED2 ProjDelt.exe!WinMain() [D:\Program Files\Epic Games\UE_4.18\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000EAA1E92E ProjDelt.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x0000000076AF1FE4 KERNEL32.DLL!UnknownFunction []
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000795CF061 ntdll.dll!UnknownFunction []
    [2018.04.14-23.01.35:207][114]LogWindows: Error: [Callstack] 0x00000000795CF061 ntdll.dll!UnknownFunction []
    [2018.04.14-23.01.35:207][114]LogWindows: Error:
    [2018.04.14-23.01.35:221][114]LogExit: Executing StaticShutdownAfterError
    Last edited by HiIAmMoot; 04-16-2018, 12:09 PM.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    Ok, its not the plugin causing the nativization issue:

    Code:
     Line 16640: ProcessResult.StdOut: C:\AN-Game\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_PersonnelCharacter__pf3715099550.h(12): fatal error C1083: Cannot open include file: 'DamageInterface__pf1010915279.h': No such file or directory
    
    Line 16641: ProcessResult.StdOut: C:\AN-Game\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\Prop__pf2769003803.h(11): fatal error C1083: Cannot open include file: 'PropInterface__pf2769003803.h': No such file or directory
    Two of your interfaces are failing to nativize / have broken references.
    Yep, I just realized this. I went and tagged them to nativize and we're good! Sorry about the mix-up. Thanks for the help.

    Leave a comment:


  • replied
    Originally posted by ienjoywhiskey View Post

    Good to know, thank you.

    Here's the full log of an attempt to build today: Exclusive blueprint nativization only on like 2 or 3 heavy BPs.
    https://drive.google.com/file/d/16EZ...ew?usp=sharing

    Thanks again.
    Ok, its not the plugin causing the nativization issue:

    Code:
        Line 16640: ProcessResult.StdOut:   C:\AN-Game\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_PersonnelCharacter__pf3715099550.h(12): fatal error C1083: Cannot open include file: 'DamageInterface__pf1010915279.h': No such file or directory
    
        Line 16641: ProcessResult.StdOut:   C:\AN-Game\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\Prop__pf2769003803.h(11): fatal error C1083: Cannot open include file: 'PropInterface__pf2769003803.h': No such file or directory
    Two of your interfaces are failing to nativize / have broken references.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    Would need the rest of that log to know if it is running into an issue with the plugin or not, that doesn't actually display the reasons for failure. I'll note that nativization is notoriously bad with plugins in general, my other plugin I have been waiting for a back end fix to the engine for it to be nativized for 3 engine versions now.

    Although, I never had an issue with Advanced Sessions and nativization, it has always worked well.
    Good to know, thank you.

    Here's the full log of an attempt to build today: Exclusive blueprint nativization only on like 2 or 3 heavy BPs.
    https://drive.google.com/file/d/16EZ...ew?usp=sharing

    Thanks again.

    Leave a comment:


  • replied
    Originally posted by ienjoywhiskey View Post
    Hey there mordentral! First of all, wanted to say thank you for making such an excellent plugin. Very useful for the programming-challenged folks like me.

    Everything has been working great in 4.18 but recently I have been running into an issue with Blueprint Nativization. Unsure if you have tested your plugin with it at all but I am suspecting it is causing my builds to fail when I have blueprint nativization activated.

    Here is the ending of my UAT log, I can attach the full thing if you would like...

    The game builds and works fine with blueprint nativization disabled. I get pretty much the same error with nativization set to inclusive or exclusive (and only selecting my tick-heavy bps). Build configuration set to Development or Shipping does not seem to make a difference.

    Any ideas what may help?

    Thank you.
    Would need the rest of that log to know if it is running into an issue with the plugin or not, that doesn't actually display the reasons for failure. I'll note that nativization is notoriously bad with plugins in general, my other plugin I have been waiting for a back end fix to the engine for it to be nativized for 3 engine versions now.

    Although, I never had an issue with Advanced Sessions and nativization, it has always worked well.

    Leave a comment:


  • replied
    Hey there mordentral! First of all, wanted to say thank you for making such an excellent plugin. Very useful for the programming-challenged folks like me.

    Everything has been working great in 4.18 but recently I have been running into an issue with Blueprint Nativization. Unsure if you have tested your plugin with it at all but I am suspecting it is causing my builds to fail when I have blueprint nativization activated.

    Here is the ending of my UAT log, I can attach the full thing if you would like...

    Code:
    ProcessResult.StdErr:   [88/90] Link UE4-AdvancedSteamSessions-Win64-Shipping.lib
    ProcessResult.StdErr:   ERROR: UBT ERROR: Failed to produce item: C:\AN-Game\Intermediate\Plugins\NativizedAssets\Windows\Game\Binaries\Win64\UE4-NativizedAssets-Win64-Shipping.lib
    ProcessResult.StdErr:   Total build time: 1168.80 seconds (Local executor: 0.00 seconds)
    CommandUtils.Run: Took 1169.2838711s to run UnrealBuildTool.exe, ExitCode=5
    ExceptionUtils.PrintExceptionInfo: ==============================================================================
    ExceptionUtils.PrintExceptionInfo: ERROR: Command failed (Result:5): W:\Games_W\UE4_418\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe ActNatural Win64 Shipping -Project=C:\AN-Game\ActNatural.uproject  C:\AN-Game\ActNatural.uproject -NoUBTMakefiles  -remoteini="C:\AN-Game" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.04.11-21.54.35.txt' 
    ExceptionUtils.PrintExceptionInfo:        (see C:\Users\Owner\AppData\Roaming\Unreal Engine\AutomationTool\Logs\W+Games_W+UE4_418+UE_4.18\UAT_Log.txt for full exception trace)
    ExceptionUtils.PrintExceptionInfo: 
    ExceptionUtils.PrintExceptionInfo: CommandFailedException: Command failed (Result:5): W:\Games_W\UE4_418\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe ActNatural Win64 Shipping -Project=C:\AN-Game\ActNatural.uproject  C:\AN-Game\ActNatural.uproject -NoUBTMakefiles  -remoteini="C:\AN-Game" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.04.11-21.54.35.txt' 
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
    ExceptionUtils.PrintExceptionInfo:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
    ExceptionUtils.PrintExceptionInfo:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    ExceptionUtils.PrintExceptionInfo:    at BuildCookRun.ExecuteBuild()
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.BuildCommand.Execute()
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Automation.Process(String[] Arguments)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Program.MainProc(Object Param)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
    ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Program.Main()
    ExceptionUtils.PrintExceptionInfo: ==============================================================================
    Program.Main: AutomationTool exiting with ExitCode=5 (5)
    The game builds and works fine with blueprint nativization disabled. I get pretty much the same error with nativization set to inclusive or exclusive (and only selecting my tick-heavy bps). Build configuration set to Development or Shipping does not seem to make a difference.

    Any ideas what may help?

    Thank you.

    Leave a comment:


  • replied
    Originally posted by Visnarel View Post
    So everything else in steam is working perfectly, but when I try to get the avatar from the game state I get

    [2018.04.11-04.20.38:040][430]LogBlueprintUserMessages: [lobbyGameState_C_0] Failed to get avatar on server
    [2018.04.11-04.20.40:070][491]AdvancedSteamFriendsLog: Warning: STEAM Couldn't be verified as initialized

    I'm trying to send the avatar to all of the connected clients, so they get a nice image in their lobbies. I'm guessing from what you said, that it's not really possible, unless they get it from their own friends list?

    But thank you so very very much for writing this it's really making a huge help for small teams
    No you can get it, you can load a clients information with Request Steam Friend Info

    https://mordentral.bitbucket.io/Adva...riendInfo.html


    Then you can check back on the status of the avatar later for when it has been loaded and use it.

    Leave a comment:

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