# Advanced Sessions Plugin

**URL:** <https://forums.unrealengine.com/t/advanced-sessions-plugin/30020>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [May 13, 2015, 7:26pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020 "2015-05-13T19:26:21Z")\
**Posts on this page:** 20\
**Page:** 69

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**Author:** ![anonymous\_user\_a23a32ad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a23a32ad](https://forums.unrealengine.com/u/anonymous_user_a23a32ad)\
**Post date:** [July 19, 2017, 11:49pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1393 "2017-07-19T23:49:55Z")

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Should I PM you screenshots of blueprints?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_a23a32ad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a23a32ad](https://forums.unrealengine.com/u/anonymous_user_a23a32ad)\
**Post date:** [July 20, 2017, 12:07am UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1394 "2017-07-20T00:07:09Z")

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Also why is the ping 9999 on steam.

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<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 20, 2017, 1:40am UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1395 "2017-07-20T01:40:57Z")

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[QUOTE=Sudeep Singh;739119]  
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.

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**Author:** ![mhnoni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mhnoni](https://forums.unrealengine.com/u/mhnoni)\
**Post date:** [July 20, 2017, 1:03pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1396 "2017-07-20T13:03:15Z")

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Hi

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

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<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 20, 2017, 2:58pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1397 "2017-07-20T14:58:06Z")

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[QUOTE=mhnoni;739320]  
Hi

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

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<div class="post-metadata">

**Author:** ![mhnoni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mhnoni](https://forums.unrealengine.com/u/mhnoni)\
**Post date:** [July 20, 2017, 4:58pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1398 "2017-07-20T16:58:41Z")

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[QUOTE=;739384]  
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 .

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<div class="post-metadata">

**Author:** ![anonymous\_user\_350d9122](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_350d9122](https://forums.unrealengine.com/u/anonymous_user_350d9122)\
**Post date:** [July 20, 2017, 5:05pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1399 "2017-07-20T17:05:26Z")

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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//Documents/Unreal Projects/coopadvancedlobby/coopadvancedlobby.uproject -cook -stage -archive -archivedirectory=C:/Users//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//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\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\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject  
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\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\Desktop  
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\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\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64  
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64  
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe  
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\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\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\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject” -remoteini=“C:\Users\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\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\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject” -remoteini=“C:\Users\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\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.lib � ������ C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exp  
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\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\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\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject” -remoteini=“C:\Users\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[/SPOILER]

---

<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 20, 2017, 6:02pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1400 "2017-07-20T18:02:40Z")

</div>

[QUOTE=mhnoni;739442]  
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.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_a23a32ad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a23a32ad](https://forums.unrealengine.com/u/anonymous_user_a23a32ad)\
**Post date:** [July 20, 2017, 9:15pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1401 "2017-07-20T21:15:26Z")

</div>

Hi . 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.

---

<div class="post-metadata">

**Author:** ![brisck1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@brisck1](https://forums.unrealengine.com/u/brisck1)\
**Post date:** [July 20, 2017, 9:35pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1402 "2017-07-20T21:35:51Z")

</div>

Hi,

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

On this node:  
 ![731df52d4d14cf85468f466ef36dcc1e8b0125c9.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

“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.

---

<div class="post-metadata">

**Author:** ![mhnoni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mhnoni](https://forums.unrealengine.com/u/mhnoni)\
**Post date:** [July 20, 2017, 9:53pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1403 "2017-07-20T21:53:01Z")

</div>

[QUOTE=;739472]  
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 .

---

<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 20, 2017, 11:03pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1404 "2017-07-20T23:03:56Z")

</div>

[QUOTE=brisck1;739552]  
Hi,

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

On this node:  
 ![731df52d4d14cf85468f466ef36dcc1e8b0125c9.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

“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.

---

<div class="post-metadata">

**Author:** ![brisck1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@brisck1](https://forums.unrealengine.com/u/brisck1)\
**Post date:** [July 20, 2017, 11:12pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1405 "2017-07-20T23:12:49Z")

</div>

[QUOTE=;739577]  
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?

---

<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 21, 2017, 12:12am UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1406 "2017-07-21T00:12:02Z")

</div>

[QUOTE=brisck1;739580]  
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

---

<div class="post-metadata">

**Author:** ![Curs0](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/curs0/32/470295_2.png) [@Curs0](https://forums.unrealengine.com/u/Curs0)\
**Post date:** [July 24, 2017, 8:23am UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1407 "2017-07-24T08:23:02Z")

</div>

any chance to have 4.17 branch soon?  
thanks!

---

<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 24, 2017, 12:24pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1408 "2017-07-24T12:24:14Z")

</div>

[QUOTE=Curs0;740670]  
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

---

<div class="post-metadata">

**Author:** ![MADHOUSE](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MADHOUSE](https://forums.unrealengine.com/u/MADHOUSE)\
**Post date:** [July 25, 2017, 11:49am UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1410 "2017-07-25T11:49:59Z")

</div>

Hmm if adding the plugin to a new project in 4.17 preview 2, i get this message:

![3dc5f13d7e805ad314c303d19462cf67664088c8.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

![dddd68a2866455c0d6755f719ace143a6c0fd8e6.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

---

<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 25, 2017, 12:32pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1411 "2017-07-25T12:32:56Z")

</div>

[QUOTE=JJGG117;741047]  
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.

---

<div class="post-metadata">

**Author:** ![mordentral](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Post date:** [July 25, 2017, 12:35pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1412 "2017-07-25T12:35:27Z")

</div>

[QUOTE=MADHOUSE;741185]  
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.

---

<div class="post-metadata">

**Author:** ![MADHOUSE](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MADHOUSE](https://forums.unrealengine.com/u/MADHOUSE)\
**Post date:** [July 25, 2017, 12:44pm UTC](https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/1413 "2017-07-25T12:44:59Z")

</div>

[QUOTE=;741200]  
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!

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