Advanced Sessions Plugin

Hello friend i am back! Say me please, why am i getting print “Filed find!”?What am I doing wrong?

[quote=“Worlf”]

Hello friend i am back! Say me please, why am i getting print “Filed find!”?What am I doing wrong?

Well it is likely because you are limiting results to 2 and are using the default AppID of 480, you will be getting lists of all users of 480 back from that without a filter but it won’t be returning any valid sessions for you in the first two since it doesn’t know how to filter to your specific servers.

If you set up an extra setting to look for / host with it won’t be returning any sessions without it so you can get the results down to something that will pass the limit of 2 requirement. Orrrrrr, not limiting it to 2 or using your own app ID would work.

[quote=“Surikat229, post:2273, topic:30020”]

Hi guys. I have such trouble like NaVv666. There’s have solutions?

In what way? It wouldn’t package if the plugin wasn’t there to package, the nodes would throw an error.

[quote=“, post:2274, topic:30020”]

Well it is likely because you are limiting results to 2 and are using the default AppID of 480, you will be getting lists of all users of 480 back from that without a filter but it won’t be returning any valid sessions for you in the first two since it doesn’t know how to filter to your specific servers.

If you set up an extra setting to look for / host with it won’t be returning any sessions without it so you can get the results down to something that will pass the limit of 2 requirement. Orrrrrr, not limiting it to 2 or using your own app ID would work.

Nope.I changed AppID 632 and set “results” 1000 or 0 dont work this.

He is not looking for a server, he goes to the ‘Find session Advanced’ in ‘Failed’. That is, he has no problem finding the server, but the problem is to start looking for them.

[quote=“, post:2275, topic:30020”]

In what way? It wouldn’t package if the plugin wasn’t there to package, the nodes would throw an error.

The plugin is enabled, everything is configured, AppId is specified. In Standalone Game plugin works, there is an interface Steam. Collect game in .exe and the plugin no hearing nor the spirit! In log files there are no errors associated with the plugin (except the Steam API is disabled). I don’t know what to do, my game needs a Steam interface!!!

[quote=“Surikat229, post:2277, topic:30020”]

The plugin is enabled, everything is configured, AppId is specified. In Standalone Game plugin works, there is an interface Steam. Collect game in .exe and the plugin no hearing nor the spirit! In log files there are no errors associated with the plugin (except the Steam API is disabled). I don’t know what to do, my game needs a Steam interface!!!

What engine version are you on? In prior to 4.22 you had to ship an appID.txt file with shipping builds for the steam subsystem to function.

Also the steam subsytem being disabled doesn’t have anything to do with the plugin and obviously has to be resolved before it could function outside of a fallback interface.

[quote=“Worlf, post:2276, topic:30020”]

Nope.I changed AppID 632 and set “results” 1000 or 0 dont work this.

He is not looking for a server, he goes to the ‘Find session Advanced’ in ‘Failed’. That is, he has no problem finding the server, but the problem is to start looking for them.

I don’t believe there is a pathway in that node that returns in Failure that doesn’t log an error to the output. Did you check the log for an error message?

[quote=“, post:2279, topic:30020”]

I don’t believe there is a pathway in that node that returns in Failure that doesn’t log an error to the output. Did you check the log for an error message?

This start two windows game:


LogNet: Join request: /Game/Maps/MainMenu?Name=DESKTOP-21OGK6T-457CFB644E7AB8AD8BD865A4E6DFA979?SplitscreenCount=1
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogNet: Join succeeded: DESKTOP-21OGK6T-457C
LogNet: Client netspeed is 10000
LogNet: Join request: /Game/Maps/MainMenu?Name=DESKTOP-21OGK6T-43F89AC64D75A412DCB7F89475615675?SplitscreenCount=1
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogNet: Join succeeded: DESKTOP-21OGK6T-43F8
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogSlate: FSceneViewport::OnFocusLost() reason 2

This click on “Join” button:


LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH
LogBlueprintUserMessages: [MyGameInstans_C_14] Client 2: Filed find!

And next click on button:


LogOnlineSession: Warning: OSS: Ignoring game search request while one is pending

I did Pyrodev’s lesson, maybe he did something wrong, thereby misinforming me.

[SPOILER]

[/SPOILER]

[quote=“Worlf, post:2280, topic:30020”]

This click on “Join” button:


LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH
LogBlueprintUserMessages: [MyGameInstans_C_14] Client 2: Filed find!

And next click on button:


LogOnlineSession: Warning: OSS: Ignoring game search request while one is pending

I did Pyrodev’s lesson, maybe he did something wrong, thereby misinforming me.

Edit This no longer appears to be true, the PIE session isn’t blocking new ones, unsure as to when this got fixed.

As for the specific error, it was


LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH

Which is only thrown in the LANBeacon for the NULL subsystem, if you are testing across two instances of the engine it sounds like you have some messed up network settings.

Regardless, its on the engine side, not your usage of the plugin which appears fine.

[quote=“, post:2281, topic:30020”]

You won’t be able to directly find a session from two PIE if that is what you are doing, the editor creates a “session” for the PIE.

As for the specific error, it was


LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH

Which is only thrown in the LANBeacon for the NULL subsystem, if you are testing across two instances of the engine it sounds like you have some messed up network settings, but I am willing to bet that you are trying this with two PIE.

Regardless, its on the engine side, not your usage of the plugin which appears fine.

Sorry but…
[SPOILER]
[video]Steam Multiplayer - Advanced Steam Session - Unreal Engine - YouTube
[/SPOILER]

He start on PIE and done.I don’t understand why you are telling me that this cannot be done if a person has a video where this method works? So I have to build the project every time I want to test 1 small variable at the server level?

[quote=“Worlf, post:2282, topic:30020”]

Sorry but…
[SPOILER]
[video]Steam Multiplayer - Advanced Steam Session - Unreal Engine - YouTube
[/SPOILER]

He start on PIE and done.I don’t understand why you are telling me that this cannot be done if a person has a video where this method works? So I have to build the project every time I want to test 1 small variable at the server level?

Edit Yeah it works now without seperate instances, I wasn’t aware of that change happening, I don’t have many reasons for doing that too often.

His exact setup is working fine for me in a test project in 4.23, I wouldn’t know specifically why your Lan Beacon is throwing unresolvable host errors.

P.S. I’ll note by the way that I am having to mostly reply by memory for awhile, though I did find time to test this over lunch. Between work and fixing up a new house I am not actually sitting down with a dev computer much this month.

[quote=“, post:2283, topic:30020”]

You don’t have LAN enabled in your host and join nodes…

EDIT
Okay, thanks. Apparently, this plugin will not work for me. So this is not for me … I will look for other plugins.

[QUOTE]

P.S. I’ll note by the way that I am having to mostly reply by memory for awhile, though I did find time to test this over lunch. Between work and fixing up a new house I am not actually sitting down with a dev computer much this month.

Thank you very much, I appreciate it.

[quote=“Worlf, post:2284, topic:30020”]

She is not included in the video

I re-edited that post, it fell back to the lan interface when I tested it.

Is this plugin supporting the authentication system for steam? Or any method for checking the user autorization? It’s needed for dedicated server. In order to make sure that the player doesn’t generate an custom id or something else for the autorization bypass.

[quote=“KGB1st, post:2286, topic:30020”]

Is this plugin supporting the authentication system for steam? Or any method for checking the user autorization? It’s needed for dedicated server. In order to make sure that the player doesn’t generate an custom id or something else for the autorization bypass.

4.20 + of the engine is supposed to handle that now natively by using a special authentication packet handler that Epic added.

[QUOTE]
New: Steam Authentication
Steam Authentication has been added! Games can now add a packet handler component that interfaces with Steam’s authentication APIs, enabling them to advertise their servers properly, handle VAC/publisher bans, and provide better validation of clients. If enabled, clients joining a server now have to be authenticated by Steam before being allowed into gameplay. By default, clients who fail authentication are kicked from the server.

See

at the Steam Online Authentication section.

Hi I got a question how would I get the dedicated server option to work?

Hey there, i cannot invite or join a friend game when i set Should Advertise to False, is it normal? how to you do friend only games then?

Hi All I am having a problem i hope some one can help with.

I can Create a session then on find session add to a list on PIE and on standalone. My game also packages fine. But when i update my game on Steam (which is in released state) I can create session but i can fine it and it wont add to my list of sessions in my UI widget.

I have tried with my own app id and with the Steam 480 one.

i have also tried Adding this to my engine Default

bUseBuildIdOverride=true
BuildIdOverride=[10]

This also didn’t work

i have downloaded the 4.22
i have also added the C++ file and done all that work.
i am sure that i was working a month or two ago (but i dont think the game was released at this point not that that should make a difference)

Any idea where to Start

Hi, I have one quick question.
When I login on Android phone with this node “Show External Login UI” and after this:
“Get Player Controller - Get Unique Net ID - Unique Net Id to String”
this give me something like this: g03407421025724742368

I remember on PC Steam, “Get Unique Net ID” returning my unique Steam profile ID, but can anyone confirm this is Google Play unique ID too?

Also I found this:

Description for “sub” is:

[QUOTE]
An identifier for the user, unique among all Google accounts and never reused. A Google account can have multiple emails at different points in time, but the sub value is never changed. Use sub within your application as the unique-identifier key for the user.

But… I am not sure.
What exactly return this node “Get Unique Net ID” on Android platform?

By the way Unreal 4.23 released just now :slight_smile:

[quote=“theone866, post:2291, topic:30020”]

Hi, I have one quick question.
When I login on Android phone with this node “Show External Login UI” and after this:
“Get Player Controller - Get Unique Net ID - Unique Net Id to String”
this give me something like this: g03407421025724742368

I remember on PC Steam, “Get Unique Net ID” returning my unique Steam profile ID, but can anyone confirm this is Google Play unique ID too?

Also I found this:

Description for “sub” is:

But… I am not sure.
What exactly return this node “Get Unique Net ID” on Android platform?

By the way Unreal 4.23 released just now :slight_smile:

It returns the currently active subsystems unique ID converted to string. Each platform has its own implementation of UniqueID.

In this case I’m not the most familiar with google play, but the subsystem is returning this: gpg::Player-Klassenreferenz  |  Play Games Services  |  Google for Developers