[QUOTE=Chaoss;438994]
I’m having some trouble getting my project to compile for Linux (for a dedicated server), it appears to be some sort of ordering issue. Here are the errors I’m getting.
mainFrameActions: Packaging (Linux): UnrealBuildTool: D:\Repositories\AfterDays\Plugins\AdvancedSessionsPlugin\Source\AdvancedSessions\Private\AdvancedFriendsGameInstance.cpp(10,4) : warning: field 'SessionInviteAcceptedDelegate' will be initialized after field 'bCallFriendInterfaceEventsOnPlayerControllers' -Wreorder]
MainFrameActions: Packaging (Linux): UnrealBuildTool: , SessionInviteAcceptedDelegate(FOnSessionUserInviteAcceptedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteAcceptedMaster))
MainFrameActions: Packaging (Linux): UnrealBuildTool: ^
MainFrameActions: Packaging (Linux): UnrealBuildTool: D:\Repositories\AfterDays\Plugins\AdvancedSessionsPlugin\Source\AdvancedSessions\Private\AdvancedFriendsGameInstance.cpp(12,4) : warning: field 'PlayerTalkingStateChangedDelegate' will be initialized after field 'bEnableTalkingStatusDelegate' -Wreorder]
MainFrameActions: Packaging (Linux): UnrealBuildTool: , PlayerTalkingStateChangedDelegate(FOnPlayerTalkingStateChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerTalkingStateChangedMaster))
MainFrameActions: Packaging (Linux): UnrealBuildTool: ^
MainFrameActions: Packaging (Linux): UnrealBuildTool: D:\Repositories\AfterDays\Plugins\AdvancedSessionsPlugin\Source\AdvancedSessions\Private\AdvancedFriendsGameInstance.cpp(13,4) : warning: field 'bEnableTalkingStatusDelegate' will be initialized after field 'bCallVoiceInterfaceEventsOnPlayerControllers' -Wreorder]
MainFrameActions: Packaging (Linux): UnrealBuildTool: , bEnableTalkingStatusDelegate(true)
MainFrameActions: Packaging (Linux): UnrealBuildTool: ^
MainFrameActions: Packaging (Linux): UnrealBuildTool: D:\Repositories\AfterDays\Plugins\AdvancedSessionsPlugin\Source\AdvancedSessions\Private\CreateSessionCallbackProxyAdvanced.cpp(69,29) : error: implicit conversion of NULL constant to 'int32' ( 'int') -Werror,-Wnull-conversion]
MainFrameActions: Packaging (Linux): UnrealBuildTool: Sessions->CreateSession(NULL, GameSessionName, Settings);
MainFrameActions: Packaging (Linux): UnrealBuildTool: ~~~~~~~~ ^~~~
MainFrameActions: Packaging (Linux): UnrealBuildTool: 0
Using GCC? Appears to be complaining that some of the class fields are initialized in a different order than they are declared in the class itself, it doesn’t matter for these classes but it is complaining about it anyway. You can use the compile flag “w-Wno-reorder” to have it ignore it from what I looked up, but I will go through and re-order them to make GCC stop complaining by default anyway.
Also I’ll changes that NULL to a 0x00 so that it stops complaining about that as well. When the 10.1 version comes up it will have those fixes (it was working fine without re-compile but that gives me a reason to update now), let me know if you get anything else, I don’t use GCC and don’t mind making it fully compatible now that linux is an official compile enviroment.
[QUOTE=Chaoss;438622]
You my friend, are an absolute saint! This is EXACTLY what I was looking for… can you put this on the Marketplace?
I only found it through word of mouth.
Epic doesn’t allow free content on the marketplace that isn’t their own I don’t think, I would have to assign a charge to it and it is a plugin and those are only just getting supported in the marketplace now. I have considered it in the past since it would be far easier to manage versions for people and there wouldn’t be as many mixups. It might be time to look into it, it is pretty stable now (haven’t actually changed code in a while).
[QUOTE=thedark174;438810]
Please, somebody make an example voice chat
“DefaultEngine.ini”
[Voice]
bEnabled=true
If you want to force push to talk then add the line below
“DefaultGame.ini”
[/Script/Engine.GameSession]
bRequiresPushToTalk=true
Then in the game attached to a button press add: “Start Networked Voice”, and when the button is depressed “Stop Networked Voice” for push to talk.
As far as everything else, the more advanced stuff can be ignored unless you specifically want to unregister or register new players manually for voice. The default subsystem automatically registers all players for voice.
Muting a player takes their NetworkID and mutes them to you.