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  • replied
    Originally posted by mordentral View Post

    Edit your .uproject file in a text editor and delete the module reference.
    This is all that shows in my file

    {
    "FileVersion": 3,
    "EngineAssociation": "4.25",
    "Category": "",
    "Description": "",
    "Plugins": [
    {
    "Name": "AdvancedSessions",
    "Enabled": true
    },
    {
    "Name": "AdvancedSteamSessions",
    "Enabled": true
    },
    {
    "Name": "ApexDestruction",
    "Enabled": true
    },
    {
    "Name": "EasyMultiSave",
    "Enabled": true,
    "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/7232621c23174bbbbb64c7bfb6583f6f"
    }
    ]
    }

    Leave a comment:


  • replied
    Originally posted by Capn C4ke View Post

    I did that but now it's saying
    Click image for larger version

Name:	Capture.PNG
Views:	292
Size:	5.7 KB
ID:	1759093
    And I can't disable the plugin, and I don't remember ever activating it. Should I retry from my backup?
    Edit your .uproject file in a text editor and delete the module reference.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    Get rid of that "AdvancedSessionsPlugin-4-23" folder and put its contents in the same place for one. Other than that i would put the plugin at the project level normally, not at the engine level.
    I did that but now it's saying
    Click image for larger version

Name:	Capture.PNG
Views:	292
Size:	5.7 KB
ID:	1759093
    And I can't disable the plugin, and I don't remember ever activating it. Should I retry from my backup?

    Leave a comment:


  • replied
    Originally posted by Capn C4ke View Post
    How do I update my project from 4.23 to 4.25? I know hwo to actually update the project and I did (I made a backup first, incase it failed, and it did). And Now I get packaging errors saying "can't find a part of path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\Experimental\HTML5Networking\HTML5Networking.uplugin' and "Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\AdvancedSessionsPlugin-4-23\AdvancedSessions\AdvancedSessions\AdvancedSessions.uplugin" I downloaded the latest version of advanced plugins, and extracted it to the right place in my folder, but it's still not working, if I go to my plugins in the project, it says I have them installed and activated
    Get rid of that "AdvancedSessionsPlugin-4-23" folder and put its contents in the same place for one. Other than that i would put the plugin at the project level normally, not at the engine level.

    Leave a comment:


  • replied
    How do I update my project from 4.23 to 4.25? I know hwo to actually update the project and I did (I made a backup first, incase it failed, and it did). And Now I get packaging errors saying "can't find a part of path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\Experimental\HTML5Networking\HTML5Networking.uplugin' and "Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\AdvancedSessionsPlugin-4-23\AdvancedSessions\AdvancedSessions\AdvancedSessions.uplugin" I downloaded the latest version of advanced plugins, and extracted it to the right place in my folder, but it's still not working, if I go to my plugins in the project, it says I have them installed and activated

    Leave a comment:


  • replied
    I'm getting an error trying to package a project with the 4.25 version "System.ArgumentException: An item with the same key has already been added"

    Full error

    Code:
    UATHelper: Packaging (Windows (64-bit)): ERROR: System.ArgumentException: An item with the same key has already been added.
    UATHelper: Packaging (Windows (64-bit)):           at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
    UATHelper: Packaging (Windows (64-bit)):           at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
    UATHelper: Packaging (Windows (64-bit)):           at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer)
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, Boolean bProjectHasCode, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetType, Boolean bRequiresAssetNativization, Boolean bRequiresCookedData, String& OutReason) in D:\Build\++UE4+License
    e\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 208
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, List`1 Platforms, List`1 Configurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 155
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.DetectProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:
    line 533
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.GetProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:lin
    e 99
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2010
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, BuildCommand Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UE4Exe, String SignPak, List`1 Cl
    ientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 MapIniSectionsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatform
    Map, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 SkipBuildClient, Nullable`1 SkipBuildEditor, Nullable`1 Cook, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, String AdditionalPakOptions, Nullable`1 IterativeCooking, String IterateSharedCookedBuild, Nullable`1 IterateShar
    edBuildUsePrecompiledExe, Nullable`1 CookAll, Nullable`1 CookPartialGC, Nullable`1 CookInEditor, String CookOutputDir, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 EncryptIniFiles, Nullable`1 EncryptPakIndex, Nullable`1 EncryptEverything, Nullable`1 SkipCookingEditorConten
    t, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, Nullable`1 AddPatchLevel, Nullable`1 StageBaseReleasePaks, Nullable`1 GenerateRemaster, String DiscVersion, String DLCName, String Diff
    CookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 DLCPakPluginFile, Nullable`1 DLCActLikePatch, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, String DeployFolder, String GetFile, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nulla
    ble`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 SeparateDebugInfo, Nullable`1 MapFile, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 IoStore, Nullable`1 SkipIoStore, Nullable`1 Prereqs, String AppLocalDirectory, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 PakAlignForMemoryMapping, Nullable`1 NullRHI, Nullable`1 FakeClien
    t, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 PrePak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String
     ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, String SpecifiedClientTarget, String SpecifiedServerTarget, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, String UbtArgs, String AdditionalPackageOptions, Nullable`1 IterativeDeploy, Nullable`
    1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 RunAssetNativization, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UseExtraFlavor, String Provision, String Certificate, String Team, Boolean AutomaticSigning, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 InMapsToRebuildHLOD, ParamList`1 TitleID) in D:\Build\++UE4+Li
    censee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 1072
    UATHelper: Packaging (Windows (64-bit)):           at BuildCookRun.SetupParams() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 46
    UATHelper: Packaging (Windows (64-bit)):           at BuildCookRun.ExecuteBuild() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 37
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 176
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731
    UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.Main(String[] Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
    UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Chozabu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\e+Epic+Games+UE_4.25\Log.txt for full exception trace)
    UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
    PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.
    Had a google around, unsure why - though the project does package if I remove the advancedsession and advancedsteamsessions plugins.

    Any suggestions to fix/debug would be great.

    ue4.25 is a fresh launcher install with no added plugins.

    Update - looks like it may be incompatible with the git LFS plugin, not yet sure though

    Leave a comment:


  • replied
    Hi!
    How to restart a game with same players with a listen server in blueprints?

    Leave a comment:


  • replied
    Originally posted by OverRated_AU View Post

    Sorry to bug you mate, but I can't get steam to load on 4.25 some people are having the same issue any ideas?
    Mine is working packaged, but not in editor standalone currently no.

    Leave a comment:


  • replied
    Originally posted by Cipher5 View Post

    I think you misunderstood my question. Please take a look at this picture, that was the "run dedicated server" checkbox I was asking about. Thanks

    I want to test the replication out etc. without building/packaging it up and testing on multiple PC's at this point. I will test on other PC's when I get further along. Is this possible to just do the testing in the editor?
    Generally? yes, you can also simulate packet loss and latency with console commands as well on each clients end.

    However you should never spend a large amount of time relying on this as your sole network testing, even more so with a dedicated server. Its fine for brief periods but you need periodic real world testing as there can be differences.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    You have to specifically build a dedicated server, just ticking it in the session does not launch a dedicated server instance, that option is there for use inside of your build server.
    I think you misunderstood my question. Please take a look at this picture, that was the "run dedicated server" checkbox I was asking about. Thanks
    Click image for larger version  Name:	3245.jpg Views:	0 Size:	110.3 KB ID:	1757350

    I want to test the replication out etc. without building/packaging it up and testing on multiple PC's at this point. I will test on other PC's when I get further along. Is this possible to just do the testing in the editor?

    Leave a comment:


  • replied
    Originally posted by mordentral View Post
    4.25 is up in repo and binary package
    Sorry to bug you mate, but I can't get steam to load on 4.25 some people are having the same issue any ideas?

    Leave a comment:


  • replied
    4.25 is up in repo and binary package

    Leave a comment:


  • replied
    Originally posted by Kower99 View Post

    im testing in standalone

    EDIT: so i did some research and here is bit more info .. to me it doesnt look like bug of your plugin anymore
    when ive used original "Find Sessions" it have bugged same way when i wanted to cancel searching but ive found out that for some reason it depends of "use LAN" settings .. if that setting is not changing then canceling search doesnt bug searching but if "use LAN" settings change then it will bug searching no matter if i use regular "Find sessions" or advanced one .. so maybe this is UE Online Subsystem bug and this is why they didnt alowed to use "Cancel find sessions" in blueprints (i guess)
    Lan uses a different search method as its a beacon, it wouldn't have anything to do with blueprint specifically there but it may be bugged for lan yes.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    Are you trying this in packaged / stand alone or PIE? PIE makes a conflicting game session that can get in the way of some things.
    im testing in standalone

    EDIT: so i did some research and here is bit more info .. to me it doesnt look like bug of your plugin anymore
    when ive used original "Find Sessions" it have bugged same way when i wanted to cancel searching but ive found out that for some reason it depends of "use LAN" settings .. if that setting is not changing then canceling search doesnt bug searching but if "use LAN" settings change then it will bug searching no matter if i use regular "Find sessions" or advanced one .. so maybe this is UE Online Subsystem bug and this is why they didnt alowed to use "Cancel find sessions" in blueprints (i guess)
    Last edited by Kower99; 05-03-2020, 12:41 AM.

    Leave a comment:


  • replied
    Originally posted by Kower99 View Post
    hi mordentral,

    im using UE 4.24.3 with your plugin and ive encountered some strange bug(i guess) .. im unable to get working "Cancel Find Sessions" or better said it doesnt work as it should i think

    when i try to use it it breaks searching totally... once "Cancel Find Sessions" gets executed "Success" delegate gets fired what looks good till now ... but after this "Find Sessions Advanced" doesnt work anymore and trying to fire it causes endless searching without success or failure delegates being fired ... next try to cancel doesnt change anything .. "cancel" fires "Success" delegate but doesnt work even on 2nd try ...

    in log there are these messages:
    Code:
    [2020.05.02-22.48.44:443][918]LogOnlineSession: Warning: STEAM: Ignoring game search request while one is pending
    [2020.05.02-22.48.59:136][214]LogOnlineSession: Warning: STEAM: Can't cancel a search that isn't in progress
    [2020.05.02-22.48.59:136][214]LogBlueprintUserMessages: [W_FindMatchMenu_C_0] Cancel Success fired
    so i guess if search request gets ignored it should fire atleast failure delegate to be able to handle the state
    and still there is bugged cancel which bugs that search so it looks there are 2 bugs in this process ..
    strange is that i didnt found anyone having same issue so am i doing something wrong or no one uses "Cancel Find Sessions"?
    Are you trying this in packaged / stand alone or PIE? PIE makes a conflicting game session that can get in the way of some things.

    Leave a comment:

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