Advanced Sessions Plugin

See below for responses

[QUOTE=poke1103;690946]
How do I use this for RegisterServer() for a dedicated server on steam? Can I just call

UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(); in my GameSession -> RegisterServer()

Is WorldContextObject just a UWorld pointer? So could I use GetWorld()

UWorld is a valid world context yes, but I don’t think any of MY nodes need one passed in unless you are trying to use them inside a gamemode blueprint

Also, what am I supposed to input for PlayerController() if I’m trying to host a dedi?

When hosting dedicated it doesn’t even use the passed in player controller, don’t pass one in.

Also, for this http://i.imgur.com/OgsKSOm.png is there a list of the different properties? What’s the difference between GAMENAME and Server name? I noticed all of my servers being named “Unreal Test!” before I checked your plugin out and I didn’t want to have to alter the GAMEDESC macro (forgot what class) in the engine files so I’m hoping this will help me out.

These are custom properties that you make, I would actually suggest using shorter names IE: GN = GameName to save on flag space

Again http://i.imgur.com/hMBvTsH.png, for the “Open Level” portion do I need to make it open a new map if I want “this” map to be the map the server uses? Seems redundant if I set the Server Default map to this map.

**You need to open up a map as Listen, default is not a listen server, also that is when the gamemode registers the server, you manually call Register Server instead and not do the map load if you wish.

This is how the game mode auto registers on first load, it checks for a valid session. This is why in blueprints the reload makes the server known.


	if (GetNetMode() != NM_Standalone)
	{
		// Attempt to login, returning true means an async login is in flight
		if (!UOnlineEngineInterface::Get()->DoesSessionExist(World, GameSession->SessionName) &&
			!GameSession->ProcessAutoLogin())
		{
			GameSession->RegisterServer();
		}
	}


**

Where should I be calling CreateAdvancedSession (for a dedi server)? GameMode? I was under the impression it should be called in “GameSession=>RegisterServer()” but GameSession is not blueprintable. So how would I do this in BPs? Or is there a way to use this function inside of C++?

See above answer, create the session first.