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Android multiplayer wlan: Android as host device problem
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mightyenigma repliedNow on 4.24.3 it only can join by "open my.local.ip.address" sometimes. Doesn't work most times. Never figured out why. Anyone know anything?!!
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loxless repliedSomething for 4.24? 4.23 returns localhost during session connection
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aussieburger repliedOriginally posted by hossamxnowiser View Post
i cant get to links of github , i have linked my account but its not working
any one solve hosting on android devices plz help
thx all
https://www.unrealengine.com/ue4-on-github
logout and log back into github?
PS: this workaround should in theory only be required for versions before 4.12...
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hossamxnowiser repliedOriginally posted by aussieburger View PostHere's a brief step-by-step for how I got it working. PS: I'm not a C++ programmer either and while the end result of these steps is it all works via blueprints, you do need to mess around with visual studio unfortunately:
- link your unreal and github account as per: https://www.unrealengine.com/ue4-on-github
- download the zip source code of the engine: https://github.com/EpicGames/UnrealEngine/tree/4.10
- have Visual Studio express installed
- exact zip and run setup (will take ages)
- run GenerateProjectFiles.bat as admin
- open UE4.sln which will open UE4 source in Visual Studio
- Build windows 64 | Development Editor (will take ages)
- replace the two whole files from the pull request: https://github.com/EpicGames/UnrealE...ull/1820/files
- Build Android | Development (will take ages)
- Build Android | Shipping (will take ages)
- Now you can open your freshly built engine with the fix in place. Located: \Engine\Binaries\Win64\UE4Editor.exe (it will take absolutely ages the first time you open and do anything)
For all that building stuff you can find documentation from Epic games on how to do it on this link: https://github.com/EpicGames/UnrealEngine/tree/4.10
I actually used branch 4.9 however all branches should work in theory
Annoying we need to do this - hope Epic can give feedback on putting the fix in for all!
any one solve hosting on android devices plz help
thx all
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Hermyth replied4.23. When Host game on S8, can join from PC. If host game on PC, cannot join from S8.
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SirHanselot repliedIt still creates the host with the local IP adress on my S8. I'm using 4.23. Is this bug still around or am I doing something wrong?
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LaurentLKO repliedHi,
Tried on 4.23 beta 6, still the same error 127.0.0.1
Anyone with a workaround ?Last edited by LaurentLKO; 08-16-2019, 08:27 AM.
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Biggs repliedOriginally posted by anton.katkov View Post4.22.1 is out now. Has anyone tested this yet?
I still have troubleMy device hosted localhost session with ip is 127.0.0.1
So as we were testing multi-platform capabilities we kept getting 127.0.0.1 issues on the android devices. I saw this thread and then tested in 4.22.1.
So some things broke for us in the update but I can confirm that it seems to at least connect android to android in this version. The 127.0.0.1 issue seems resolved but it does leave us with some tough decisions dealing with a full conversion as it creates unknowns late in our cycle.
Wanted to let you all know- Good luck!
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vjudys-kabam repliedWorking on that as well. Trying to run either two Android phones MP, or one Android client with Win server.
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slabs37 repliedcan someone please test it?in 4.21 the phone ip is given wrong and it doesn't join
please someone test it and tell us
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anton.katkov replied4.22.1 is out now. Has anyone tested this yet?
I still have troubleMy device hosted localhost session with ip is 127.0.0.1
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PiterMyasnikov repliedSo for android multiplayer working it need just to rebuild windows, android development/shipping from the source code? Is anyone know for a ue4.21 it still need rebuild? And if so what branch I need to use? Same branch as a version of unreal engine that I use?
And what about IOS? Same steps needed?Last edited by PiterMyasnikov; 02-11-2019, 04:23 AM.
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ANURAGX repliedOriginally posted by BPANDREW View PostI've put a fair amount of time into this but I'm not successful yet
what I've got done so far
1) my http master server now collects ips of players wishing to join sessions being hosted on phones, it then sends that ip list to the phone
2) the phone then starts sending tcp and udp messages to the other phones IP
however I'm seeing its more complicated than that as that alone isnt working. I read somewhere that in the old days of star craft, players would punch open the ports by connecting from computer A to B then B to A and it would work - with Unreal Engine that alone dosn't work
So what I got was wireshark, I need to see what exactly happens a successful connection happens.
A problem I have yet still, is when I create tcp and udp sockets, if I'm trying to punch 7777, what do I have to do exactly to open the port.. and can I create that socket if its already being used by the engine.
This really isnt my strong suit, I'd love for someone to help the community out and share a working NAT punch example, if I eventually figure this out I will update my current github demo to a more generic and easily learnable solution - https://github.com/bitporters/RC_TRAINER (http based game browser, +nat punch when I figure it out)
If you see there is no error in creating server on android, the only broken link is searching and joining session.
This is my theory.Last edited by ANURAGX; 04-01-2017, 02:54 PM.
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ANURAGX repliedAny updates
Originally posted by BPANDREW View PostI've put a fair amount of time into this but I'm not successful yet
what I've got done so far
1) my http master server now collects ips of players wishing to join sessions being hosted on phones, it then sends that ip list to the phone
2) the phone then starts sending tcp and udp messages to the other phones IP
however I'm seeing its more complicated than that as that alone isnt working. I read somewhere that in the old days of star craft, players would punch open the ports by connecting from computer A to B then B to A and it would work - with Unreal Engine that alone dosn't work
So what I got was wireshark, I need to see what exactly happens a successful connection happens.
A problem I have yet still, is when I create tcp and udp sockets, if I'm trying to punch 7777, what do I have to do exactly to open the port.. and can I create that socket if its already being used by the engine.
This really isnt my strong suit, I'd love for someone to help the community out and share a working NAT punch example, if I eventually figure this out I will update my current github demo to a more generic and easily learnable solution - https://github.com/bitporters/RC_TRAINER (http based game browser, +nat punch when I figure it out)
Even I am in need of such functionality and I really hate UE4 community or especially EPIC GAMES, they only help other developers who are quite popular on the forum or whose problem is the exact problem which epic games are facing.
Epic games won't show any helpful attitude to those threads which are not related to them. For instance consider this thread which happens to be around 1.5 years old and none of the epic staff have shared any info on this topic.
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BPANDREW repliedI've put a fair amount of time into this but I'm not successful yet
what I've got done so far
1) my http master server now collects ips of players wishing to join sessions being hosted on phones, it then sends that ip list to the phone
2) the phone then starts sending tcp and udp messages to the other phones IP
however I'm seeing its more complicated than that as that alone isnt working. I read somewhere that in the old days of star craft, players would punch open the ports by connecting from computer A to B then B to A and it would work - with Unreal Engine that alone dosn't work
So what I got was wireshark, I need to see what exactly happens a successful connection happens.
A problem I have yet still, is when I create tcp and udp sockets, if I'm trying to punch 7777, what do I have to do exactly to open the port.. and can I create that socket if its already being used by the engine.
This really isnt my strong suit, I'd love for someone to help the community out and share a working NAT punch example, if I eventually figure this out I will update my current github demo to a more generic and easily learnable solution - https://github.com/bitporters/RC_TRAINER (http based game browser, +nat punch when I figure it out)
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