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Local Wifi Multiplayer without using Google Play?

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  • started a topic Local Wifi Multiplayer without using Google Play?

    Local Wifi Multiplayer without using Google Play?

    Hi all,

    I am working on a Gear VR app for the mobile game jam. I was hoping to be able to use simple local wifi multiplayer, since that's what was suggested by Oculus. It sounds like getting Google Play support requires you to publish your app on Google Play, which I don't want to do, or get everyone's Google Play username, which I can't do.

    I set up my project according to the Multiplayer shootout example. It works OK on the computer in Play in Editor mode. However, once loaded onto the phone, I get this error message when I run the Create Session blueprint node:

    Code:
    LogScript:Warning: CreateSession - Invalid or uninitialized OnlineSubsystem
    LogScript:Warning: CreateSession - Cannot map local player to unique net ID
    I have the following permissions set in Project settings:

    Code:
    android.permission.INTERNET
    android.permission.ACCESS_NETWORK_STATE
    and in my DefaultEngine.ini I have:

    Code:
    [OnlineSubsystem]
    DefaultPlatformService=Null

  • replied
    Can someone please direct me, how to set up multiplayer properly so that find session works properly. Currently I can connect through IP Address however find session never works. It works on PC but not on android

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  • replied
    Can agree, everything is working.
    Last edited by vxenua; 12-30-2016, 01:53 PM.

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  • replied
    Originally posted by quadratducats424
    After a lot of head cracking, finally found it. Thanks
    In theory that process is unnecessary with 4.12 because it's fixed but I haven't get any confirmation yet.

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  • replied
    Is this fixed?

    Edit: I've read that indeed it's fixed in 4.12 and some people confirmed it so I'll reformulate the question.

    Does this mean that I can finally make use of the Google Play Game Services Real-Time Multiplayer functionality and finally make people play each other through Internet just like Steam?
    Last edited by masterneme; 07-10-2016, 07:03 PM.

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  • replied
    As I am currently in the development stages right now on a cross-platform game with built in DLC.. I need this function to work for downloading the content from a host (or the play store). I do NOT want my customers to be able to download the DLC using their cell data (must be connected to wifi).

    As there are several settings on the devices that detect if it's on wifi or not, this should be reasonable to implement within the engine for us blueprinters.

    Leave a comment:


  • replied
    I just tried this issue on the 4.12 p4 and it's still happening on my end. Have a server on android, can connect via direct ip, but find sessions does not find my android device. Is it only working on the source version of the engine?

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  • replied
    Awesome - Thanks Chris (and thanks in general for the forum attentiveness/responsiveness, its often your name on the answer I am after).

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  • replied
    Psychogony,

    Your PR #1820 was accepted for 4.12 today

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  • replied
    https://forums.unrealengine.com/show...l=1#post447622

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  • replied
    I am still interested in this, can't find anything. Any help would be great.

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  • replied
    Can we get any tips from Unreal team ?

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  • replied
    thumb up!
    there is nothing about Wifi android on the forum except this .

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  • replied
    I have same problem too about connecting two phone over WiFi , it's a little tricky.
    I just test the simple 3rd person project with create, find and join sessions nodes... But join not working! Session created and other phones found it but couldn't join! I couldn't find any answer, But open IP address was working

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  • replied
    i just tested the same project by connecting the client to the server by command and putting the IP and it worked in the same phone so why its not working with search and join session ,so pls anyone know where is the problem ?

    Leave a comment:

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