I’ve pretty much exactly replicated the network session management from the Multiplayer Shootout example. Everything works, I can open a game and other players can find it via Steam online subsystem. The player names are correctly transfered, how many current and max players also works fine.
However, the session always shows a ping of 9999
Can anyone tell me why this happens?
This is my setup:
of course it is not normal
for me i get an invalid session (ping 9999) when i run my game with steam (running)… if i close steam i find a normal session as expected.
actually i have many steam related questions, but still searching for answers
on mine, I made it Every Tick - browse session results. It first sees it as 99999 ping but then the ping goes down to 40, but its weird because I have not hosted it yet.
I then host (on server window) and the player number in that room goes from 0/4 to 1/4
Are you running both Server and Client on the same machine? If it’s a Listen Server, Steam requires separate machines. If you want to test while Steam is open, you can run with -NOSTEAM in the commandline to disable it.
You can find it here:
so its no bug! we just didn’t know that.
I guess this topic can be closed now
I’m using two different computers, my friend hosts a game on his machine and I find his session through Steam.
Every info works except ping, which always shows 9999 no matter how many times I refresh.
did you add the =null thing in engine.ini ?
or did you do the steam setup properly ?
I tried steam on another project, it couldnt browse sessions but it CAN join via direct IP, try that first.
I have stumbled upon this issue with 9999 ping values while implementing the Steam version of my upcoming game. I couldn’t find any clue searching online, so I decided to dig into the code starting from the Steam SDK and then analyzing how the Unreal Engine Steam Online Subsystem is mapped into the Steam APIs.
I’ve just written an article on my blog where I explain what I have found. I hope you can find it useful.
When you say “browse session results” is this a specific blueprint or c++ function? I got this problem and I am trying to do this but I cannot find a way to refresh the results in a way that gets me a ping that is not 9999.