Announcement

Collapse
No announcement yet.

Advanced Sessions Plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by cherking View Post
    Hi, is it safe to use the 4.25.0 version of Advanced Sessions with UE4 version 4.25.1? When I go to enable the plugin it says that the version is on 4.24, but this doesn't seem to matter because all the plugin functionality seems to work in the editor.
    I just forgot to edit the uplugin file to show the correct engine version is all, it will work fine.

    Leave a comment:


  • replied
    Hi, is it safe to use the 4.25.0 version of Advanced Sessions with UE4 version 4.25.1? When I go to enable the plugin it says that the version is on 4.24, but this doesn't seem to matter because all the plugin functionality seems to work in the editor.

    Leave a comment:


  • replied
    Hi, has anyone managed to get Steam dedicated servers to work on 4.25.1? I have been trying to get it to work for some time but I can't seem to find the server listed in the Steam Master Browser in the internet tab nor find the session using FindSessions.

    Leave a comment:


  • replied
    4.25 no working :/

    Leave a comment:


  • replied
    Originally posted by Elfideo View Post

    Thank you so much for clarifying that to me, we tried the VOIP but it sounded very choppy and unclear, I didn't know if it was because I set up something wrong, does it require any extra plugin like the regular online subsystem to work properly?

    also should this thing be run through an authority check so that it always run on remote, and which class should it trigger it ( I had mine on the player controller ) Sorry for all the questions but I'm very new to multiplayer and I'm not finding a lot of documentation, outside of the great PDF from Cedric.
    Start/stop is client side.

    And you may need to increase your client outbound bandwidth for voip to function correctly, default settings for bandwidth get saturated with the engine codec.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    No need for an RPC, it is locally toggling the voice. Also local player num will always be 0 for normal networked enviroments. It is there for things like couch-coop online where you can have mutiple local players.
    Thank you so much for clarifying that to me, we tried the VOIP but it sounded very choppy and unclear, I didn't know if it was because I set up something wrong, does it require any extra plugin like the regular online subsystem to work properly?

    also should this thing be run through an authority check so that it always run on remote, and which class should it trigger it ( I had mine on the player controller ) Sorry for all the questions but I'm very new to multiplayer and I'm not finding a lot of documentation, outside of the great PDF from Cedric.

    Leave a comment:


  • replied
    Originally posted by Elfideo View Post
    Hello there thank you for this amazing plugin first and foremost

    I'm trying to introduce VOIP into my game I tried to different things as you can see in the picure, I didn't know that the local player num stands for is it the get local role ? also do they required to be called with an RPC if so which one ? I'll attach also the pictures of the Default game and default engine in case those lines have to be in a certain order. Thanks in advance.
    No need for an RPC, it is locally toggling the voice. Also local player num will always be 0 for normal networked enviroments. It is there for things like couch-coop online where you can have mutiple local players.

    Leave a comment:


  • replied
    Hello there thank you for this amazing plugin first and foremost

    I'm trying to introduce VOIP into my game I tried to different things as you can see in the picure, I didn't know that the local player num stands for is it the get local role ? also do they required to be called with an RPC if so which one ? I'll attach also the pictures of the Default game and default engine in case those lines have to be in a certain order. Thanks in advance.

    Click image for larger version

Name:	PushToTalk.png
Views:	309
Size:	84.9 KB
ID:	1773387
    Click image for larger version

Name:	Default Game.png
Views:	296
Size:	12.9 KB
ID:	1773389
    Click image for larger version

Name:	Default engine.png
Views:	296
Size:	44.4 KB
ID:	1773388

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    As of 4.22 you can set an ini var to use the steam authentication in your project without any plugins.

    See here: https://docs.unrealengine.com/en-US/...eam/index.html
    It's outdated info, must be deleted because it emit confusing for beginner developers/
    such as 90% of all content about unreal engine in web

    I put 4 *.dlls to engine(not to project), in this case SteamNetDriver works only for hosts where Steam services was installed.
    But not for dedicated host(where steam installation is missing) => SteamApi always failed..

    Why steam service must be installed on server side? And how I can run my app without preinstalled steam-service?!
    And one.. I can see my dedicated server (as spacewar/appid: 480) in steam LAN list, but can't find this session from client and can't see this in internet server browser. Is I need public IP address for this feature?

    P.S. pls somebody edit/correct the guide for Steam OSS which link was posted above


    Click image for larger version  Name:	image_194390.jpg Views:	7 Size:	42.9 KB ID:	1772563
    Last edited by KGB1st; 06-07-2020, 11:56 PM.

    Leave a comment:


  • replied
    Originally posted by KGB1st View Post
    I need make client connection to the my DS as in HLDS or SRCDS(Controlled steamAuth).
    Is it possible via this plugin or SteamSDK must be implemented for extending feature?
    As of 4.22 you can set an ini var to use the steam authentication in your project without any plugins.

    See here: https://docs.unrealengine.com/en-US/...eam/index.html

    Leave a comment:


  • replied
    I need make client connection to the my DS as in HLDS or SRCDS(Controlled steamAuth).
    Is it possible via this plugin or SteamSDK must be implemented for extending feature?
    Last edited by KGB1st; 06-06-2020, 11:07 PM.

    Leave a comment:


  • replied
    Originally posted by Pseudocorpus View Post
    I have an error with 4.25. It says that "GetUniqueId is not a member of APlayerState" though the UE-documentation clearly states that it is :-/
    You are trying to use the 4.24 source in 4.25, they change that to have an accessor.
    Originally posted by Fabry911 View Post
    hi everyone,
    i'm using the plugin in blueprints and 4.24.3v, trying to work in an invite system, to be able to invite other friends in game, but following some guides online, i noticed that i can't find "Event on Session Invite Accepted".
    How comes? does anyone know why?
    Its in the game instance, you need to base yours off of it.
    Originally posted by noms View Post
    Hey mate, first of all great plugin thanks for providing it for free and continuing to support it! I've had an issue for the last couple of days that's been popping up and I can't quite nail down where it's coming from. For context, we're using Advanced Steam Sessions and testing with an unbuilt version, using the source version of the engine. We seem to regularly be getting
    Code:
    LogOnline: Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call
    ouput when starting a dedicated server for our own steam appid.

    When this happens, the server is still listed on the master server, but is completely unjoinable from external or LAN sources. When this doesn't output, which is maybe 1 in 10 tries, it's possible to join the dedicated server from both LAN and external networks.

    Any feedback would be appreciated.
    That is in the engine source, not the plugin.
    Originally posted by Suundumused View Post
    I have some questions:

    1- Is this steam sessions plugin to create a dedicated server using the steam network itself? Or is it just to create a dedicated server using my own internet but link the share with steam and allow my (internet) session to be found as steam sessions by other players on other machines on other internet connections?

    2 - Or is this plugin similar to just create a server on the local network (WIFI) and only for players connected on the same WIFI network to enter that server?

    3 - Do I need to use the standard steam plugin to do API integration in the packaged game to make your plugin work in the packaged game?
    1/2. As in steam hosts your dedicated server? No, this plugin is just an interface to some back end stuff in engine that isn't accessible in BP but is in C++. And steam doesn't offer hosting packages AFAIK.

    3. No, but you can use it to access things that I wasn't going to specifically cover since this is more of a generic Sessions improvement for BP.

    Leave a comment:


  • replied
    The plugin (Version 25) makes my packaged project not able to run, e.i. it crashes immediately after launch (this can only be observed using task-manger, it does not create a window). Why is this and how do i fix it?

    Leave a comment:


  • replied
    I have some questions:

    1- Is this steam sessions plugin to create a dedicated server using the steam network itself? Or is it just to create a dedicated server using my own internet but link the share with steam and allow my (internet) session to be found as steam sessions by other players on other machines on other internet connections?

    2 - Or is this plugin similar to just create a server on the local network (WIFI) and only for players connected on the same WIFI network to enter that server?

    3 - Do I need to use the standard steam plugin to do API integration in the packaged game to make your plugin work in the packaged game?

    Leave a comment:


  • replied
    Hey mate, first of all great plugin thanks for providing it for free and continuing to support it! I've had an issue for the last couple of days that's been popping up and I can't quite nail down where it's coming from. For context, we're using Advanced Steam Sessions and testing with an unbuilt version, using the source version of the engine. We seem to regularly be getting
    Code:
    LogOnline: Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call
    ouput when starting a dedicated server for our own steam appid.

    When this happens, the server is still listed on the master server, but is completely unjoinable from external or LAN sources. When this doesn't output, which is maybe 1 in 10 tries, it's possible to join the dedicated server from both LAN and external networks.

    Any feedback would be appreciated.

    Leave a comment:

Working...
X