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Thread: Advanced Sessions Plugin

  1. #1201
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    I've deleted it like 3 times now :/ Doesn't work I deleted everything apart from config and content and tried to build it again but I've still got the same issue this is my thread if you want to look at the whole error log.
    https://answers.unrealengine.com/que...ild-error.html

  2. #1202
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    Quote Originally Posted by NijoMeister View Post
    I've deleted it like 3 times now :/ Doesn't work I deleted everything apart from config and content and tried to build it again but I've still got the same issue this is my thread if you want to look at the whole error log.
    https://answers.unrealengine.com/que...ild-error.html
    Yeah I saw that, but I meant delete it from the plugin folder...There are intermediate folders in there as well.

    You should try what I just did and make a blank project real fast with just the plugin off of a template and see if you can package it.

  3. #1203
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    Quote Originally Posted by mordentral View Post
    After deleting the intermediate folder in the plugin folder?

    Code:
    D:/ThirdpersonGame/Plugins/AdvancedSessions/AdvancedSessions/Intermediate/Build/Win64/UE4/Development/AdvancedSessions/PCH.AdvancedSessions.h(32): error C2001: newline in constan
    Was what you reported.

    *Edit* Scratch that, the binary zip version still has the precompiled headers, only the repository version doesn't. Forgot that it didn't warrant a zip update and I was waiting until 4.16 to make the change outside of source.

    Regardless I just created a blank project, added the zip plugin to it, created a c++ blank class, and packed it out for shipping win32 with no issues...
    I tried creating a blank c++ class and it said I needed to recompile so I restarted the editor and now I'm getting a popup saying "the following modules are missing or built with a different engine version: would you like to rebuild them now? I hit yes then after a bit it says could not be compiled try to rebuild from source. I'm googling these issues to find a solution. Also what do you mean by zip plugin?

  4. #1204
    0
    Quote Originally Posted by Brylos View Post
    I tried creating a blank c++ class and it said I needed to recompile so I restarted the editor and now I'm getting a popup saying "the following modules are missing or built with a different engine version: would you like to rebuild them now? I hit yes then after a bit it says could not be compiled try to rebuild from source. I'm googling these issues to find a solution. Also what do you mean by zip plugin?
    Open the .sln file and compile the project from within visual studio, you shouldn't have needed to restart though, when creating the class it should have allowed you to compile with the editor open.

  5. #1205
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    Quote Originally Posted by mordentral View Post
    Open the .sln file and compile the project from within visual studio, you shouldn't have needed to restart though, when creating the class it should have allowed you to compile with the editor open.
    I've googled where to find that but I don't where it is. Could you tell me where to find it?

  6. #1206
    0
    It still failed after removing that folder :/

  7. #1207
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    Quote Originally Posted by Brylos View Post
    I've googled where to find that but I don't where it is. Could you tell me where to find it?
    You can skip all of this if you just install the plugin in Unreal Engine/4.15/engine/Plugins, you won't need to generate code for your project anymore (the Add New C++ class) and it won't have to re-compile the binaries when packaging.

    when installed in the project level it WILL re-compile the plugin when packaging as it is in a volatile location.

    I just updated the installation paragraph to mention this, prior to 4.12 or .13 this was not possible, but since it is now I should have updated the installation notice awhile ago.



    When installed to that location (and NOT a version in the project location as well) you don't have to think about anything.
    Last edited by mordentral; 04-18-2017 at 02:20 PM.

  8. #1208
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    Quote Originally Posted by mordentral View Post
    You can skip all of this if you just install the plugin in Unreal Engine/4.15/engine/Plugins, you won't need to generate code for your project anymore (the Add New C++ class) and it won't have to re-compile the binaries when packaging.

    when installed in the project level it WILL re-compile the plugin when packaging as it is in a volatile location.
    Yeah I had already done that and It didn't work. Got the same error on multiple projects.

  9. #1209
    0
    Quote Originally Posted by Brylos View Post
    Yeah I had already done that and It didn't work. Got the same error on multiple projects.
    Do you have a compiler even installed? And did you remove the copy from the project folder?

  10. #1210
    0
    I know you state you won't be adding in Steam Authentication but looking at this its pretty straight forward if you did add it in? https://wiki.unrealengine.com/Using_...Authentication

  11. #1211
    1
    Quote Originally Posted by OverRated_AU View Post
    I know you state you won't be adding in Steam Authentication but looking at this its pretty straight forward if you did add it in? https://wiki.unrealengine.com/Using_...Authentication
    Thats not "enabling it", you have to merge his pull request into a source copy of the engine, build it, and then use his extra variable when hosting the server then. His pull request changes a lot of things on the back end of the steam subsystem to get authentication working. Most of what he changed is not plugin accessible as well, so it would involve re-creating large sections of the Steam Subsystem or even entirely remaking it to get it working with a plugin.

    Would rather get it feature added into the engine itself as that is where it should be to begin with.

    *Edit* If you follow his tutorial and merge his pull request and add that boolean to your game mode this plugin would work normally with it except it would have steam authentication as well, can skip the c++ session creation.
    Last edited by mordentral; 04-20-2017 at 12:57 PM.

  12. #1212
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    Pushed a commit to the plugin - binaries will be up within an hour

    Code:
    Fixed some missing safety checks in the voice library

  13. #1213
    0
    Hello mordentral! Thanks for you awesome plugin. I've recently started digging in all that UE client-server stuff but still dont' understand how it works. There are a lot of not obvious things, so maybe you can give me a direction to search. I'm trying to make lobby with 4 slots, that can be player or bot. The question is how to tell the server that slot is occupied by bot and count of free slots is less than count of connected players?

  14. #1214
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    Quote Originally Posted by mordentral View Post
    Do you have a compiler even installed? And did you remove the copy from the project folder?
    It turns out that the issue was that I was using Visual Studio 2017 and not 2015. Once I installed 2015 and uninstalled 2017 the packaging worked. Thanks for the awesome plugin

  15. #1215
    0
    Quote Originally Posted by Brylos View Post
    It turns out that the issue was that I was using Visual Studio 2017 and not 2015. Once I installed 2015 and uninstalled 2017 the packaging worked. Thanks for the awesome plugin
    2017 works, but you have to install the c++ "game package" on it when installing. Since none of the documentation for installing the engine is updated for 2017 I get the feeling most people are missing out on this.

  16. #1216
    0
    Quote Originally Posted by Parvan View Post
    Did the plugin compile? Did you enable the plugin in the editor?
    https://docs.unrealengine.com/latest...mming/Plugins/
    I didn't get a notify on this reply before now, sorry. The problem was I had put the plugins folder inside the content folder instead of root game folder.

  17. #1217
    0
    Hi mordentral. Thanks for all the support you give & this great plugin.

    I'm having an issue where my dedicate server seemingly isn't ever getting a playercontroller. That print works fine in standalone. I've added steam dedicated server implementation in the past, this is a first where I'm having issues with the playercontroller like this. Any ideas?

    Name:  _13.png
Views: 42
Size:  8.6 KB

    Server Log attached

    I've tried printing that same message in the player controller itself, but the server won't ever run the code.
    Attached Files Attached Files
    Last edited by vanlacke; 04-23-2017 at 09:25 PM.

  18. #1218
    0
    Quote Originally Posted by vanlacke View Post
    Hi mordentral. Thanks for all the support you give & this great plugin.

    I'm having an issue where my dedicate server seemingly isn't ever getting a playercontroller. That print works fine in standalone. I've added steam dedicated server implementation in the past, this is a first where I'm having issues with the playercontroller like this. Any ideas?

    Name:  _13.png
Views: 42
Size:  8.6 KB

    Server Log attached

    I've tried printing that same message in the player controller itself, but the server won't ever run the code.
    What player controller are you trying to get? The server won't have one being dedicated.

  19. #1219
    0
    Quote Originally Posted by mordentral View Post
    What player controller are you trying to get? The server won't have one being dedicated.
    EDIT: So the issue was faulty port forwarding. That's why my server wasn't appearing in the steam list. It's now appearing though.

    But my joining code doesn't work so I'll have to figure that out.
    Attached Images Attached Images  
    Last edited by vanlacke; 04-23-2017 at 10:58 PM.

  20. #1220
    0
    Quote Originally Posted by mordentral View Post
    Thats not "enabling it", you have to merge his pull request into a source copy of the engine, build it, and then use his extra variable when hosting the server then. His pull request changes a lot of things on the back end of the steam subsystem to get authentication working. Most of what he changed is not plugin accessible as well, so it would involve re-creating large sections of the Steam Subsystem or even entirely remaking it to get it working with a plugin.

    Would rather get it feature added into the engine itself as that is where it should be to begin with.

    *Edit* If you follow his tutorial and merge his pull request and add that boolean to your game mode this plugin would work normally with it except it would have steam authentication as well, can skip the c++ session creation.
    Ah thanks for the info was going to ask what the dedicated server Boolean on the Create Advanced Session is meant for seeing if your creating a session from blueprint it will be a listen server or does this create a server along side the client?

  21. #1221
    0
    Quote Originally Posted by OverRated_AU View Post
    Ah thanks for the info was going to ask what the dedicated server Boolean on the Create Advanced Session is meant for seeing if your creating a session from blueprint it will be a listen server or does this create a server along side the client?
    Dedicated on the blueprints just flags the session as dedicated on creation, each subsystem can handle this differently. Steam if that flag is set uses an entirely different method of server hosting on the back end (their hosting system is split between lobbies and real dedicated servers).

    Its exposed because the default nodes don't even have the option, you don't have to make a c++ session with dedicated servers, you can still use the Sessions Plugin if you wish.

    The authentication is optional, but optionally important, if there is no steam authentication then it can't validate players connecting to dedicated servers as being actual owners of the game. Someone could download your game client with steam disabled, load up and connect to the dedicated server without actually owning it and the server wouldn't know it.

    When authentication is setup the server will check with Steam whether the connecting player has a valid copy of the game before letting them in to the server.

  22. #1222
    0
    Quote Originally Posted by mordentral View Post
    Dedicated on the blueprints just flags the session as dedicated on creation, each subsystem can handle this differently. Steam if that flag is set uses an entirely different method of server hosting on the back end (their hosting system is split between lobbies and real dedicated servers).

    Its exposed because the default nodes don't even have the option, you don't have to make a c++ session with dedicated servers, you can still use the Sessions Plugin if you wish.

    The authentication is optional, but optionally important, if there is no steam authentication then it can't validate players connecting to dedicated servers as being actual owners of the game. Someone could download your game client with steam disabled, load up and connect to the dedicated server without actually owning it and the server wouldn't know it.

    When authentication is setup the server will check with Steam whether the connecting player has a valid copy of the game before letting them in to the server.

    So if i wanted to use authentication i need to use that pull request? another thing i wanted to ask is, if i wanted to add password locks on servers is it safe to just pass that info through the server settings and compare it on the other side for the client? cheers.

  23. #1223
    0
    Quote Originally Posted by OverRated_AU View Post
    So if i wanted to use authentication i need to use that pull request? another thing i wanted to ask is, if i wanted to add password locks on servers is it safe to just pass that info through the server settings and compare it on the other side for the client? cheers.
    No, it would not be safe, you are giving the password to them then.

    You would want a one way encryption if you did it like that, and even then they could filter out that password denial and continue connecting.

  24. #1224
    0
    Quote Originally Posted by mordentral View Post
    No, it would not be safe, you are giving the password to them then.

    You would want a one way encryption if you did it like that, and even then they could filter out that password denial and continue connecting.
    Does steam authentication also make it so that GetCurrentPlayers() returns the correct value?

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