Originally posted by CalaveraX
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Yeah but i have two issues with that, that only allows me to add some string in extra settings, not a players array, but my principal issue, is that those extra properties are setted at the moment of creating the server. But i need that to update to search for all the connected players and look at theirs scores.
(Thinking a little more, i could set that value with the mmr of the host, and then the new connections check for a proximity to that value before joining)
Regards.
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Originally posted by CalaveraX View PostYeah but i have two issues with that, that only allows me to add some string in extra settings, not a players array, but my principal issue, is that those extra properties are setted at the moment of creating the server. But i need that to update to search for all the connected players and look at theirs scores.
(Thinking a little more, i could set that value with the mmr of the host, and then the new connections check for a proximity to that value before joining)
Regards.
*Edit* Generally for a full featured MMR system you'll want some backend that tracks users across servers. There are some specific matchmaking tools for Steam but they aren't currently exposed for blueprint, I have been considering it as a next logical step now that steam is moved into its own module.Last edited by mordentral; 03-03-2017, 09:32 AM.
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Hi. Thank you very much for the great plugin !. Been working and everything came out well, just that when compiling I get an error that does not let the compilation and looked at the internet but I still do not know how to solve it. To discard that is not my project, create a new one where I just put the plugin and do nothing with BP and I get the same error when compiling, this error does not exit if I turn off the plugin. I'm using version 4.14.3. A thousand thanks in advance for the help.
LogTempisplay: Executing iPhonePackager certificates Engine -bundlename com.YourCompany.AbsolutZero
LogTempisplay: CWD: C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNet\IOS
LogTempisplay: Initial Dir: C:\Program Files\Epic Games\UE_4.14
LogTempisplay: Env CWD: C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNet\IOS
LogTempisplay: BranchPath = CHISE/C/Program Files/Epic Games/UE_4.14/Engine/Binaries --- GameBranchPath = CHISE/C/Program Files/Epic Games/UE_4.14/Engine/Binaries
LogTempisplay: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: No se puede encontrar una parte de la ruta de acceso 'C:\Users\yvasq\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles'.
LogTempisplay: en System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
LogTempisplay: en System.IO.FileSystemEnumerableIterator`1.CommonInit()
LogTempisplay: en System.IO.Directory.EnumerateFiles(String path, String searchPattern)
LogTempisplay: en iPhonePackager.CodeSignatureBuilder.FindProvisions(String CFBundleIdentifier)
LogTempisplay: en iPhonePackager.Program.Main(String[] args)
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0003 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total time: 24.17 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 4.33 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 1096x576 NumSamples 1 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 21.6350 seconds
LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000017 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 1 collections in 0.000080 seconds (updated 0 objects)
LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.
LogDirectoryWatcher: A directory notification for 'E:/Impulse/Plugins/' was aborted.
LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.
LogDirectoryWatcher: A directory notification for 'E:/Impulse/Plugins/' was aborted.
UATHelper: Empaquetado (Windows (64-bit)): Running AutomationTool...
UATHelper: Empaquetado (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=E:/Impulse/AbsolutZero.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=E:/Impulse/AbsolutZero.uproject -cook -stage -archive -archivedirectory=C:/Users/yvasq/Videos -package -clientconfig=Development -ue4exe=UE4Editor-C
md.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Empaquetado (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Empaquetado (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\Impulse\AbsolutZero.uproject
UATHelper: Empaquetado (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Empaquetado (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini="E:\Impulse" -noxge -generatemanifest -NoHotReload
UATHelper: Empaquetado (Windows (64-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
UATHelper: Empaquetado (Windows (64-bit)): CommandUtils.Run: Run: Took 0,7715512s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Empaquetado (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini="E:\Impulse" -noxge -generatemanifest -NoHotReload. See l
ogfile for details: 'UnrealBuildTool-2017.03.03-09.25.39.txt'
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Empaquetado (Windows (64-bit)): en 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)
UATHelper: Empaquetado (Windows (64-bit)): en 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, Dict
ionary`2 InTargetToManifest)
UATHelper: Empaquetado (Windows (64-bit)): en Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Empaquetado (Windows (64-bit)): en BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Empaquetado (Windows (64-bit)): en BuildCookRun.ExecuteBuild()
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.BuildCommand.Execute()
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.Program.MainProc(Object Param)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Empaquetado (Windows (64-bit)): en AutomationTool.Program.Main()
UATHelper: Empaquetado (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Empaquetado (Windows (64-bit)): BUILD FAILED
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Originally posted by OverRated_AU View Post[MENTION=4285]mordentral[/MENTION] have you tested a package project by any chance, this the issue i get and you can't join the session its invalid it seems, but it works just fine in the editor.
You use of player names stored in extra settings may work for lobby sessions but if you host a dedicated server it likely won't.
If you aren't running as dedicated then run with -log and check for subsystem errors.
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Advanced Sessions Plugin
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Originally posted by mordentral View PostYes, many times, so have many users of the plugin, if you are running a dedicated server you should check the logs because the maximum tag length for dedicated servers is far lower than for lobby servers and it throws out all flags after it hits the maximum limit (for steam).
You use of player names stored in extra settings may work for lobby sessions but if you host a dedicated server it likely won't.
If you aren't running as dedicated then run with -log and check for subsystem errors.
I'm not saying its a problem with your plugin, i get the same problem even using the engines nodes on 4.15 i didn't have a issue in 4.14.
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Originally posted by OverRated_AU View PostI'm not saying its a problem with your plugin, i get the same problem even using the engines nodes on 4.15 i didn't have a issue in 4.14.
That being said a lot of people are reporting issues with sessions on 4.15, though they didn't change that much on the backend. Might see some 4.15.1 fixes?Last edited by mordentral; 03-03-2017, 01:07 PM.
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My Open source tools and plugins
Advanced Sessions Plugin
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Originally posted by mordentral View PostYeah run with log to check for errors, I packaged one to test locally and aside from the normal lan to lan on same computer issues it worked fine.
That being said a lot of people are reporting issues with sessions on 4.15, though they didn't change that much on the backend. Might see some 4.15.1 fixes?
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sorry to bother people again. I have tried running a foreach loop with all players connected and muting remote talkers that are not in my team and it doesn't seem to work. Do I need to register them all as a local talker first? I see the node has a local user number that I am currently just leaving at 0. Should this be plugged into anything?
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Originally posted by Ka0s2003uk View Postsorry to bother people again. I have tried running a foreach loop with all players connected and muting remote talkers that are not in my team and it doesn't seem to work. Do I need to register them all as a local talker first? I see the node has a local user number that I am currently just leaving at 0. Should this be plugged into anything?
Muting remote talkers should work though, you may have to wait a little bit for the Player structures to replicate over if you are doing it right as you load, the UniqueNetIDs wouldn't be valid yet otherwise.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
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Originally posted by Ka0s2003uk View Post
like this?
I tried just the player controller one and now going to build and test using the player state one
Your second test idea should work.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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