User Tag List

Page 35 of 35 FirstFirst ... 25333435
Results 1,361 to 1,390 of 1390

Thread: Advanced Sessions Plugin

  1. #1361
    0
    Should I PM you screenshots of blueprints?

  2. #1362
    0
    Also why is the ping 9999 on steam.

  3. #1363
    0
    Quote Originally Posted by Sudeep Singh View Post
    Also why is the ping 9999 on steam.
    Because normal steam lobbies don't support pinging, you have to manually ping them. Dedicated servers on the other hand DO return the ping in steam.

  4. #1364
    0
    Hi @mordentral

    i asked this question before "Is there are a way to make a session with password ?" but after i installed the plugin i found out this in create session "allow join via presence friend only" does that mean if i tick this the only people who can see and join my game will be steam friends if i built it for steam online ?

    Thanks

  5. #1365
    0
    Quote Originally Posted by mhnoni View Post
    Hi @mordentral

    i asked this question before "Is there are a way to make a session with password ?" but after i installed the plugin i found out this in create session "allow join via presence friend only" does that mean if i tick this the only people who can see and join my game will be steam friends if i built it for steam online ?

    Thanks
    technically yes, but I haven't tested that setting.

    Passwords would have to manually be managed by you

  6. #1366
    0
    Quote Originally Posted by mordentral View Post
    technically yes, but I haven't tested that setting.

    Passwords would have to manually be managed by you
    Thanks for the quick response, Could you please elaborate more about password ? do you mean its possible via BP only ? if so then can you give me a clue on how ?

    Thanks a lot btw for all the free stuff you shared with the community really appreciated .

  7. #1367
    0
    Supporter
    Join Date
    Jul 2016
    Posts
    1
    Hello, need some help here..
    I can't build project with advanced session plagin on ue4.10 (from launcher). Before that i compiled other project with this beautiful plugin without any problems. In this project i followed long youtube guide, it works fine in the editor but i can't build it, which is very sad. So i hope there is some solution.

    build log:
    Spoiler: 
    MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET
    MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Sergey/Documents/Unreal Projects/coopadvancedlobby/coopadvancedlobby.uproject -cook -stage -archive -archivedirectory=C:/Users/Sergey/Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/UE_4.10/Engine/Programs/AutomationTool/Saved
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Sergey/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.10)
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\
    MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
    MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\Sergey\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.10\Rules)
    MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
    MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
    MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
    MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject
    MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Sergey\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.10\Rules\UATRules173848685.dll
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Sergey\Desktop
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Saved\StagedBuilds
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=coopadvancedlobby
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=coopadvancedlobby
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
    MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
    MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe coopadvancedlobby Win64 Development "C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject" -remoteini="C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby" -noxge -generatemanifest -rocket -NoHotReloadFromIDE
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2,1671245s to run UnrealBuildTool.exe, ExitCode=0
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\Sergey\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.10\UBTManifest.0.xml
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe coopadvancedlobby Win64 Development "C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject" -remoteini="C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby" -noxge -rocket -NoHotReloadFromIDE -ignorejunk
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for coopadvancedlobby (changes to target files)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (4 in parallel)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link coopadvancedlobby.exe
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedSessions.generated.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedSessions.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(OnlineSubSystemHeader.h.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedExternalUILibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedFriendsInterface.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedFriendsGameInstance.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedFriendsLibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedSessionsLibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedVoiceLibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(CancelFindSessionsCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(CreateSessionCallbackProxyAdvanced.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(EndSessionCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(FindFriendSessionCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(FindSessionsCallbackProxyAdvanced.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(GetFriendsCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(GetRecentPlayersCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(SendFriendInviteCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(UpdateSessionCallbackProxyAdvanced.cpp.obj) : error LNK2038: ���������� �������������� ��� "_MSC_VER": �������� "1800" �� ������������� �������� "1900" � UE4-Launch.lib(Module.Launch.cpp.obj)
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ��������� ���������� C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.lib � ������ C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exp
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe : fatal error LNK1319: ���������� ��������������: 18
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 22,33 seconds
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 22,379298s to run UnrealBuildTool.exe, ExitCode=5
    MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe coopadvancedlobby Win64 Development "C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject" -remoteini="C:\Users\Sergey\Documents\Unreal Projects\coopadvancedlobby" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.07.20-19.36.36.txt'
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean F
    MainFrameActions: Packaging (Windows (64-bit)): orceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
    MainFrameActions: Packaging (Windows (64-bit)): в BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)): в BuildCommand.Execute()
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Program.Main()
    MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
    MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
    MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
    PackagingResults:Error: Error Unknown Error

  8. #1368
    0
    Quote Originally Posted by mhnoni View Post
    Thanks for the quick response, Could you please elaborate more about password ? do you mean its possible via BP only ? if so then can you give me a clue on how ?

    Thanks a lot btw for all the free stuff you shared with the community really appreciated .
    You would have to have the password in the additional settings, there are better ways of handling it but none of them are exposed in engine.

    This is of course open to exploits, but you would have to handle back and forth communication otherwise.

  9. #1369
    0
    Hi mordentral. Can I get ur email? I am not able to attach pics to the forum PM. Also, do the keys for steam have to be in Capital Letters.

  10. #1370
    0
    Hi,

    So I just got friend invites working and am confused about one thing:

    On this node:
    Name:  NetId.JPG
Views: 87
Size:  19.7 KB

    "Person Inviting" Sounds like it would pass the NetID of the person who Invited you to join, however, it currently just returns your own NetID - Is this correct? If so it seems kind of redundant.

    I would really like to grab the invitee NetID from here so I can inform the player of who they are joining before they join them, if that makes sense.

    Thanks.

  11. #1371
    0
    Quote Originally Posted by mordentral View Post
    You would have to have the password in the additional settings, there are better ways of handling it but none of them are exposed in engine.

    This is of course open to exploits, but you would have to handle back and forth communication otherwise.
    Ok thanks again, hope you can add it in your road-map in case its possible .

  12. #1372
    0
    Quote Originally Posted by brisck1 View Post
    Hi,

    So I just got friend invites working and am confused about one thing:

    On this node:
    Name:  NetId.JPG
Views: 87
Size:  19.7 KB

    "Person Inviting" Sounds like it would pass the NetID of the person who Invited you to join, however, it currently just returns your own NetID - Is this correct? If so it seems kind of redundant.

    I would really like to grab the invitee NetID from here so I can inform the player of who they are joining before they join them, if that makes sense.

    Thanks.
    Yeah I recently re-named that field in that node because it was incorrect (what you see is the incorrect version).

    And I don't have access to anything else other than the self ID. There is supposed to be a "received invite" event but it isn't actually hooked up anywhere in the back end of any subsystem currently.

  13. #1373
    0
    Quote Originally Posted by mordentral View Post
    Yeah I recently re-named that field in that node because it was incorrect (what you see is the incorrect version).

    And I don't have access to anything else other than the self ID. There is supposed to be a "received invite" event but it isn't actually hooked up anywhere in the back end of any subsystem currently.
    ah ok, that sucks, I'll just have to simplify things for now then.

    Am I on an older version of the plugin then?

  14. #1374
    0
    Quote Originally Posted by brisck1 View Post
    ah ok, that sucks, I'll just have to simplify things for now then.

    Am I on an older version of the plugin then?
    Yes you must be

  15. #1375
    0
    Supporter
    Join Date
    Jan 2017
    Posts
    6
    any chance to have 4.17 branch soon?
    thanks!

  16. #1376
    0
    Quote Originally Posted by Curs0 View Post
    any chance to have 4.17 branch soon?
    thanks!
    Yeah i'll push it live, I already had one but 4.17 was pretty unstable in preview1

    *Edit* 4.17 preview 2 prepackaged are uploaded and the repository has its 4.17 beta branch
    Last edited by mordentral; 07-24-2017 at 10:23 AM.

  17. #1377
    0
    I already have a gamemode that isn't AdvancedFriends. Is there a way I can combine my gamemode with AdvancedFriends without reparenting? Can I just add the AdvancedFriends interface to my gamemode?

    Also, can I get Steam Overlay Invite/Join Friends to work? Or MUST I create a friends list in game?
    Last edited by JJGG117; 07-25-2017 at 12:13 AM.

  18. #1378
    0
    Hmm if adding the plugin to a new project in 4.17 preview 2, i get this message:

    Name:  missingplugin.jpg
Views: 29
Size:  72.3 KB

    Name:  failed.jpg
Views: 29
Size:  71.4 KB
    ______________________________________________
    https://www.facebook.com/madhousesoftware
    Where sanity is a virtue

  19. #1379
    0
    Quote Originally Posted by JJGG117 View Post
    I already have a gamemode that isn't AdvancedFriends. Is there a way I can combine my gamemode with AdvancedFriends without reparenting? Can I just add the AdvancedFriends interface to my gamemode?

    Also, can I get Steam Overlay Invite/Join Friends to work? Or MUST I create a friends list in game?
    I'm assuming you meant Game Instance.......

    But

    No because the GameInstance specifically binds to some subsystem delegates, but you can run a parent child architecture as deep as you want so unless the other GameInstance is also c++ it shouldn't be an issue as you can re-parent it as well.
    The interface is for the player controller to receive updates relevant to it instead of handling everything in the game instance, its not required.

  20. #1380
    0
    Quote Originally Posted by MADHOUSE View Post
    Hmm if adding the plugin to a new project in 4.17 preview 2, i get this message:

    I'll re-compile it again, sometimes when switching versions if I don't fully clean out intermediate files it has issues.

  21. #1381
    0
    Quote Originally Posted by mordentral View Post
    I'll re-compile it again, sometimes when switching versions if I don't fully clean out intermediate files it has issues.
    I could compile it when adding it to a c++ only project, after which it could be used with a BP only project, and seems to work as expected.
    Not sure if that is by design or just an anomaly. Im pretty sure plugins used to compile when starting projects even if they are BP based.

    Perhaps im just wrong and im remembering incorrectly, if so I apologize!
    ______________________________________________
    https://www.facebook.com/madhousesoftware
    Where sanity is a virtue

  22. #1382
    0
    Quote Originally Posted by MADHOUSE View Post
    I could compile it when adding it to a c++ only project, after which it could be used with a BP only project, and seems to work as expected.
    Not sure if that is by design or just an anomaly. Im pretty sure plugins used to compile when starting projects even if they are BP based.

    Perhaps im just wrong and im remembering incorrectly, if so I apologize!

    No plugins typically don't compile when starting BP only projects, which is why I have to provide the pre-packaged binaries. Where you running a source build or the pre-packaged one?

  23. #1383
    0
    Im running the source build from github, I might just have assumed wrongly that the plugin should compile on project load for a BP project as well.

    edit: Thanks for helping out! <3
    Last edited by MADHOUSE; 07-25-2017 at 11:23 AM. Reason: reply
    ______________________________________________
    https://www.facebook.com/madhousesoftware
    Where sanity is a virtue

  24. #1384
    0
    Quote Originally Posted by MADHOUSE View Post
    Im running the source build from github, I might just have assumed wrongly that the plugin should compile on project load for a BP project as well.
    Yeah, ok then, i'll stop re-compiling the pre-packaged

    You need to compile from IDE for at least the first launch.

  25. #1385
    0
    Quote Originally Posted by mordentral View Post
    I'm assuming you meant Game Instance.......

    But

    No because the GameInstance specifically binds to some subsystem delegates, but you can run a parent child architecture as deep as you want so unless the other GameInstance is also c++ it shouldn't be an issue as you can re-parent it as well.
    The interface is for the player controller to receive updates relevant to it instead of handling everything in the game instance, its not required.
    I do mean GameInstance :P
    I'm a little confused though. Neither of my two GameInstances are C++, which I want to combine. If I create two GameInstances, one for AdvancedFriends and one for my other...well neither one of them can reparent because the parent class is already set to that gameinstance.

    Also, what about Steam Overlay Friend Invites? Is it possible?
    Thanks!

    Oh, P.S.
    The Interface being added to GameInstance allows for access to the nodes... O_O
    So...why wouldn't it work? I don't see any of the AdvancedFriends checkboxes in the Details Panel though...!
    Last edited by JJGG117; 07-25-2017 at 06:30 PM.

  26. #1386
    0
    Quote Originally Posted by JJGG117 View Post
    I do mean GameInstance :P
    I'm a little confused though. Neither of my two GameInstances are C++, which I want to combine. If I create two GameInstances, one for AdvancedFriends and one for my other...well neither one of them can reparent because the parent class is already set to that gameinstance.

    Also, what about Steam Overlay Friend Invites? Is it possible?
    Thanks!

    Oh, P.S.
    The Interface being added to GameInstance allows for access to the nodes... O_O
    So...why wouldn't it work? I don't see any of the AdvancedFriends checkboxes in the Details Panel though...!
    The interface is used for the player controllers, the game isntance calls the interface function on the number player controller that received a session invite if it exists. The game instance has its own nodes and is used to bind to the subsystem delegates.

    If neither of your gameinstances are c++ then you want "AdvancedFriendsGameInstance -> parent of -> 1st game instance -> parent of -> second game instance".

    Overlay Friend invites are not currently bound to anything, but they typically aren't used in game anyway.

  27. #1387
    0
    Quote Originally Posted by mordentral View Post
    The interface is used for the player controllers, the game isntance calls the interface function on the number player controller that received a session invite if it exists. The game instance has its own nodes and is used to bind to the subsystem delegates.

    If neither of your gameinstances are c++ then you want "AdvancedFriendsGameInstance -> parent of -> 1st game instance -> parent of -> second game instance".

    Overlay Friend invites are not currently bound to anything, but they typically aren't used in game anyway.
    Not sure why Interace in GameInstance and in the PlayerController wouldn't work. GameInstance Interace will allow the Events to be called.\\\just like in PlayerController? Or is it different?

    I reparent and then I lose AdvancedFriends Details Panel checkboxes. It's blank and the warning pops up saying Data Loss may happen.

    I just want Steam Overlay Friend Invites to work because Steam Overlay is "in-game"

  28. #1388
    0
    Quote Originally Posted by JJGG117 View Post
    Not sure why Interace in GameInstance and in the PlayerController wouldn't work. GameInstance Interace will allow the Events to be called.\\\just like in PlayerController? Or is it different?

    I reparent and then I lose AdvancedFriends Details Panel checkboxes. It's blank and the warning pops up saying Data Loss may happen.

    I just want Steam Overlay Friend Invites to work because Steam Overlay is "in-game"
    The game instance is what is CALLING the interface functions.

    Also re-parenting should be fine as long as the very bottom game instance derives/is parented from the AdvancedFriendsGameInstance.

  29. #1389
    0
    Quote Originally Posted by mordentral View Post
    The game instance is what is CALLING the interface functions.

    Also re-parenting should be fine as long as the very bottom game instance derives/is parented from the AdvancedFriendsGameInstance.
    My game instance is not just GameInstance so I don't believe re-parenting twice does anything. It will remove AFGI as soon as I parent to something else. Do you have a step by step procedure I can follow?

  30. #1390
    0
    Quote Originally Posted by JJGG117 View Post
    My game instance is not just GameInstance so I don't believe re-parenting twice does anything. It will remove AFGI as soon as I parent to something else. Do you have a step by step procedure I can follow?
    Not re-parenting twice......


    AdvancedFreindsGameInstance -> parent of -> Your other game instance -> parent of -> your final game instance

Page 35 of 35 FirstFirst ... 25333435

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •