[quote=“, post:2632, topic:30020”]
Epic stores remote unique net ids in the player state struct. Get the GameState->PlayerArray each player in that list you can get the unique net id from and use it.
AppID480 isn’t my ID, it is valves and I don’t control anything about it, nor do I control what settings you use on your own AppID, and valve has extensive documentation of their own.
This also doesn’t re-write the subsystems any, it just exposes engine features to BP that aren’t exposed in engine. There are plenty of tutorials out there for subsystems in ue4 in general, they all generally apply, not to mention the ones specific to this plugin that users have made.
Also, just to vent a bit.
I have kept it maintained and working for 5 years (even after mostly feature locking it), gave it for free to anyone that wanted to use it, and let people make tutorials off of it at will (of which there are many now). Tutorials are not my strong point, many people better than me at them have made some.
In the end this plugin was a stop gap way back in 4.6 until the engines blueprint interface for sessions was finished, it wasn’t intended to be the main way of doing it for years…
Thank you very much for your reply. I also know how to use it.It’s true that plug-ins are great.The other thing is that I stop Networked Voice doesn’t work.It doesn’t work even on the server or on the client.
Is LocalPlayer Talking Is always false, even though I’m calling it from the UI.Or can it only be called in the Controller?
I just tested again to see that it wasn’t StopNetworked that wasn’t working, but that Is RemotePlayerTalking was always true.Even if other players are not sounding or StopNetworked.So I always thought StopNetworked didn’t work.But IsLocalPlayerTalking is always false