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    Hello! I was wondering whether it's possible to grab stuff like playerstates from sessions you have not connected to?

    Also is there any explanation for the different variable inputs in the create advanced session node?

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      I also wonder about some of the create advanced session settings are about. "Extra settings?" for example.

      Btw is there any way of getting steams matchmaking to work? I assume "use presence" creates a lobby session, but cant really verify if that works or not (other than the game starting up)


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        Originally posted by mBeierling View Post
        Hey mordentral, first let me also tell you that I love your plugin! It's working very well and is a good learning resource :-)

        My question: How'd I go about activating the "Join Game" function of Steam's Friends List and then handling the Join Session? Is there an event that gets called?
        Cardinal Menu has an in-game Steam friends list that is joinable. That is all I was able to get to work. You can see it in the video. Avatars and player names are fetched along with the server they are playing in. As far as joining outside the game goes, it does not work yet. I'm not skilled enough to make that work.

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          Originally posted by mordentral View Post
          Advanced sessions has to be added to your build.cs to package out correctly. Also in 4.13 you now also have to enabled the SteamSubsystem plugin in the plugins as it is no longer a normal engine module.
          ok, considering that, i'm using a blueprint project, i need to generate C++ code to add this to the build.cs file:
          DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
          then i tried to creat a new class C++ (like how is showed at 5:00 here)but this is what happen
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            4.14 Version ?

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              Hi, I currently get a missing or incompatible modules in AdvancedSessions plugin error when using the 4.14.0 version of the plugin on the same version of the engine. I tried it on both my current project which went from 4.13.0 to 4.14.0, and on a new project using 4.14.0. Just wanted to check to see if it was my end, or not. My assumption is that your latest plugin was compiled of the last preview build and the new proper version broke it again.

              Also, great job with the plugin, you're helping 3 post-grad artists who can't get work and have no experience of C++, the ability to continue using blueprint for our game. (Which funny, because don't any art for it, as we have been focusing on blueprint for the past 2 months.)
              One half of Squidpunch Studios - Currently working on Guardians Of The Past.
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                Originally posted by Huttle View Post
                Hi, I currently get a missing or incompatible modules in AdvancedSessions plugin error when using the 4.14.0 version of the plugin on the same version of the engine. I tried it on both my current project which went from 4.13.0 to 4.14.0, and on a new project using 4.14.0. Just wanted to check to see if it was my end, or not. My assumption is that your latest plugin was compiled of the last preview build and the new proper version broke it again.

                Also, great job with the plugin, you're helping 3 post-grad artists who can't get work and have no experience of C++, the ability to continue using blueprint for our game. (Which funny, because don't any art for it, as we have been focusing on blueprint for the past 2 months.)
                Having the same problem. It says the plugin is not compatible even I am using the 4.14 plugin.

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                  The plugin isn't compatible with 4.14 version !
                  Last edited by nico77950; 11-19-2016, 06:12 AM.

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                    Getting the same error here. Tried to create a fresh project on 4.14 and install the Adv. Sessions plugin, but the "plugin isn't compatible" error shows up.

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                      Plugin is installing in 4.14 without issue for me. However, it IS causing the editor to hang when exiting Standalone PIE, making a force close from Task Manager necessary.
                      @thereisnoscotty
                      Grand Marshal of the Parade of Madfellows

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                        Error missing or incompatible modules 4.14 version

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                          mmmm I recompiled it for 4.14 release. Maybe I deleted the wrong version. I will compile and reupload again today.

                          *Edit* Reuploaded: https://drive.google.com/open?id=0B5...092REpDNk4xNHc

                          Updated link as well.
                          Last edited by mordentral; 11-20-2016, 04:58 PM.


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                            Originally posted by mordentral View Post
                            mmmm I recompiled it for 4.14 release. Maybe I deleted the wrong version. I will compile and reupload again today.

                            *Edit* Reuploaded: https://drive.google.com/open?id=0B5...092REpDNk4xNHc

                            Updated link as well.
                            Can confirm that the reuploaded version works with 4.14 release. Thanks for all you do
                            One half of Squidpunch Studios - Currently working on Guardians Of The Past.
                            https://www.squidpunch.com
                            https://www.facebook.com/SquidpunchTeam/
                            https://twitter.com/SquidpunchTeam

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                              Originally posted by mordentral View Post
                              mmmm I recompiled it for 4.14 release. Maybe I deleted the wrong version. I will compile and reupload again today.

                              *Edit* Reuploaded: https://drive.google.com/open?id=0B5...092REpDNk4xNHc

                              Updated link as well.
                              it works for me, thanks

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                                The Get Current Players node on the Blueprint Session Result object always returns 0 even if there are connected players (from a dedicated server). This seems to have been mentioned on this thread many moons ago: https://forums.unrealengine.com/show...l=1#post424520

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