So this way of doing things seems to mute other players but doesn't un mute them when they switch to my team? I am running the check every few secs to test. I have put a print to string and in game it shows the un muting of the player but no voice actually comes through....again sorry to be a pain in the ***
So this way of doing things seems to mute other players but doesn't un mute them when they switch to my team? I am running the check every few secs to test. I have put a print to string and in game it shows the un muting of the player but no voice actually comes through....again sorry to be a pain in the ***
Are they talking at the time it unmutes? And is it push to talk?
does someone know how i can access the ID from my friend to invite him to a session? I mean the nodes are there but i dont know how to set this up, when i click on a button and want to get his ID
I'm trying to get "Is Local Player Talking" to graphically indicate which player is talking. It always returns False. Is there something I'm doing wrong?
I'm using Steam online subsystem, the voice chat is choppy but it works.
I recently updated my project from 4.12.5 to 4.15. I also updated the advanced sessions plugin to the correct version. Everything is working fine but packaging fails with the following message:
ERROR: UBT ERROR: Failed to produce item: (project directory)\Plugins\AdvancedSessions\AdvancedSessions\Binaries\Win32\Sport-AdvancedSessions.lib
I've tried removing the binaries and intermediate folders and the error persists. Anyone have any idea what this might be? I really don't want to create a new project and merge everything but that might be the next step. Thanks!
I recently updated my project from 4.12.5 to 4.15. I also updated the advanced sessions plugin to the correct version. Everything is working fine but packaging fails with the following message:
ERROR: UBT ERROR: Failed to produce item: (project directory)\Plugins\AdvancedSessions\AdvancedSessions\Binaries\Win32\Sport-AdvancedSessions.lib
I've tried removing the binaries and intermediate folders and the error persists. Anyone have any idea what this might be? I really don't want to create a new project and merge everything but that might be the next step. Thanks!
Disregard this question. When I tried building in VS I noticed that the includes couldn't be found. Updating my project broke my include directories and after re-adding them, it was fixed.
I'm trying to get "Is Local Player Talking" to graphically indicate which player is talking. It always returns False. Is there something I'm doing wrong?
I'm using Steam online subsystem, the voice chat is choppy but it works.
Use this node instead
bool UAdvancedVoiceLibrary::IsRemotePlayerTalking(const FBPUniqueNetId& UniqueNet
Also if the voice is choppy you likely need to increase client bandwidth in the INI as its probably saturating with default settings and throwing away packets.
I am currently using Cardinal's excellent menu to experiment with a multiplayer and lobby system.
I can start a host lobby and another player can log into that lobby. Using Steam and using LAN.
And I have read a lot of info and I know/understand that when using steam, I have to run a standalone session to make it work.
However, for now, and during testing, I am perfectly happy using LAN and PIE. And when I run LAN, and in PIE, the everything seems to work well, except for the "Get Session Info" node.
This node always fails getting the info in PIE+LAN. It works for StandAlone+LAN. I even reverted the OnlineSubsystem back to Null and used
"-NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")" and disabled the steam plugin.
However, the "Get Session Info" node always fails in PIE. This is unexpected for LAN. Am I missing something?
(using 4.15 and 4.15.1, same results)
Last edited by bggangel; 03-22-2017, 09:38 AM.
Reason: added engine version
One Android as Hotspot hosting game and other android as client connecting to host.
Hi UE4 community,
I have a question in my mind whether this plugin works when one android device hosts game via hotspot or wifi direct and other android device connects to it.
Use this node instead
bool UAdvancedVoiceLibrary::IsRemotePlayerTalking(const FBPUniqueNetId& UniqueNet
Also if the voice is choppy you likely need to increase client bandwidth in the INI as its probably saturating with default settings and throwing away packets.
You are absolutely right about the the bandwidth.
Sorry to bother you again but IsRemotePlayerTalking also never prints True.
Comment