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Advanced Sessions Plugin

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  • replied
    LogPluginManager: Error: Unable to load plugin 'AdvancedSessions'. Aborting.
    LogCore: Engine exit requested (reason: EngineExit() was called)
    LogExit: Preparing to exit.
    LogModuleManager: Shutting down and abandoning module RenderCore (30)
    LogModuleManager: Shutting down and abandoning module Landscape (28)
    LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (26)
    LogModuleManager: Shutting down and abandoning module OpenGLDrv (24)
    LogModuleManager: Shutting down and abandoning module D3D11RHI (22)
    LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20)
    LogModuleManager: Shutting down and abandoning module Renderer (18)
    LogModuleManager: Shutting down and abandoning module Engine (16)
    LogModuleManager: Shutting down and abandoning module CoreUObject (14)
    LogModuleManager: Shutting down and abandoning module NetworkFile (12)
    LogModuleManager: Shutting down and abandoning module CookedIterativeFile (10)
    LogModuleManager: Shutting down and abandoning module StreamingFile (8)
    LogModuleManager: Shutting down and abandoning module SandboxFile (6)
    LogModuleManager: Shutting down and abandoning module PakFile (4)
    LogModuleManager: Shutting down and abandoning module RSA (3)
    LogExit: Exiting.

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  • replied
    Originally posted by Vladencii View Post
    Hi,
    I have a trouble, on version 4.25.1 after packaging game doesn`t open, I installed VS c++, game dev c++. tnx
    Have you checked the Log Files? is there an error message showing up?

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  • replied
    Hi,
    I have a trouble, on version 4.25.1 after packaging game doesn`t open, I installed VS c++, game dev c++. tnx

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  • replied
    Hello,

    I was able to get my dedicated server (AppId 480) listed on steam. Unreal Engine Version 4.25.1 (source build for Dedicated server).

    The Dedicated server build is running on a Dedicated Root-Server.

    But My own InGame Browser does only find other SpaceWar servers not my own. So I cannot join my server

    Is there something missing? Or how did others sloved the problem?
    Last edited by SaphiGoat; 07-03-2020, 01:47 PM.

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  • replied
    Originally posted by PIXELBOB View Post
    Hello your Plugin is a great addition for every one how doesn't know to code in c++ like myself! I just implemented in to a project and every thing works great in the stand-alone game, my only problem is that it doesn't work in the build project (doesn't connect to steam and multiplayer is also not possible). Did some one else experience this kind of issue in 4.24.3?
    Sounds like you aren't registering your appid correctly in packaged games, there are new .target variables for defining the build id now, though I think it also still takes the app_id.txt file.

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  • replied
    In that you appear to have resolved it as an issue on your custom subsystem correct?

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  • replied
    Hello your Plugin is a great addition for every one how doesn't know to code in c++ like myself! I just implemented in to a project and every thing works great in the stand-alone game, my only problem is that it doesn't work in the build project (doesn't connect to steam and multiplayer is also not possible). Did some one else experience this kind of issue in 4.24.3?

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  • replied
    I created this issue on github:https://github.com/mordentral/Advanc...lugin/issues/1

    I should mention that I am using a custom online subsystem and here is my find sessions function
    Last edited by poke1103; 06-29-2020, 11:20 PM.

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  • replied
    Does anyone know where this text saying "NO REGISTERED SESSIONS!" is coming from and how to disable it? When I use Steam it's gone but right now I'm testing using my LAN. Is this part of the Advanced Sessions Plugin or part of the engine code? Thanks

    Click image for larger version

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  • replied
    Originally posted by FAXCORP View Post
    Hi. Thank you for the plugin. I am lost on figuring out why I cant find any sessions in packaged game. I can find sessions when in standalone, but not packaged. Where do I begin to look for the answers? Thanks
    I had the same problem. For me, the solution was simple (just create a blank C++ class and compile):
    1. Extract the file inside the zip to ProjectFolder/Plugins/AdvancedSessions (create /Plugins/AdvancedSessions if you have to) Note that post 4.20 you shouldn't be installing it in the engine directory anymore due to some changes epic made that are hard to work around with me having multiple modules.
    2. If installed at the project level you need to Create a C++ blank file in the editor to allow it to package out the plugin - If installed at the engine level you do not need to do anything else.
      *NOTE* If packaging for a platform other than windows you may need to have the plugin installed at the project level, as I can only package out for windows and not Mac / Mobile.
    ------------------------------------------------

    mordentral ,i've done digging about the OnSessionInviteReceived, and finded out that you said: "Not yet implemented by Epic, do not use this event yet!!"

    Years passed and Epic didn't impremented this yet? (My digging says NO) Is there a way to get this working (C++ or coding)? (I'm complete newby in C++, just know a few things in BP.)

    It's very bittersweet that we can't accepted the invited inside the game, just with the overlay...

    Thanks for your wonderful work!!
    Last edited by zaguito; 06-28-2020, 10:29 AM.

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  • replied
    Originally posted by mordentral View Post

    let me know if there are any other requests related to the game session since there is an override now. (still don't want to provide a gamemode override for a base class unless I have too).
    Is there anything that can be done for the server slots? Is it me or public connections/slots don't do anything? I had to add my own "MaxPlayers" Int and do a check against the current players. I wish there was an easy way to not let players join if the server is full. Right now I have my project check the server capacity before the player joins and if there is room it lets them, but the problem is if 1 slot is left and 2 players click join at the same time they both make it in. It would be nice to have a node that handles clients connection on a full server using the public connections/slots and have a on full rejection output on a node. Just wishing here lol, awesome work by the way and thanks for all the time you put into it.
    Last edited by Cipher5; 06-28-2020, 04:00 AM.

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  • replied
    Originally posted by Cipher5 View Post
    mordentral Are you still thinking of exposing the kick player in BPs?
    Pushed a commit for 4.24+ advanced sessions

    Adds BP nodes to the library to kick / ban players, since the built in game session does not actually implement ban player, I also provide a very basic naive implementation with a custom game session that bans for the duration of the session (have to set game session in your game mode to the AdvancedGameSession to use it). A real implementation would save out the net id and also perform the check in the game mode before spooling up a player for login, but i didn't want to override game mode as well.

    Adding nodes for this was on my todo for a long time, but was buried under vr work, let me know if there are any other requests related to the game session since there is an override now. (still don't want to provide a gamemode override for a base class unless I have too).

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  • replied
    Hi. Thank you for the plugin. I am lost on figuring out why I cant find any sessions in packaged game. I can find sessions when in standalone, but not packaged. Where do I begin to look for the answers? Thanks

    Leave a comment:


  • replied
    Hello, why I downloaded the steam version 4.25 for unreal engine.And when I went to plugins, the plugin is shown as version 4.24 in the session?

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  • replied
    mordentral Are you still thinking of exposing the kick player in BPs?

    Leave a comment:

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