hi, Unreal engine crash, and i have this error “AdvancedSessionsLog: Warning: GetNetPlayerIndex received a bad PlayerController!” in the crash log, i use the 4.22 version, when i use the 4,21version this error not exist, whay can i do? sorry for my bad enlgish
Hi, thanks for this plugin, it looks like it’s filling a need in the community.
This plugin is awesome but how do I use it in C++ even though I have added the module dependency on build.cs and target.cs, it still doesn’t work. Please help
[quote=“XynanXDB, post:2314, topic:30020”]
This plugin is awesome but how do I use it in C++ even though I have added the module dependency on build.cs and target.cs, it still doesn’t work. Please help
Its not intended for c++ use, there is little to no reason to use it in C++ as it is just exposing the C++ backend anyway, and most of the blueprint nodes are async blueprint objects and are awkward to use in C++. Its not tagged with the _API macro to expose it to c++ for that very reason.
It would actually be far faster and cleaner to just straight up use the C++ yourself.
[quote=“, post:2315, topic:30020”]
Its not intended for c++ use, there is little to no reason to use it in C++ as it is just exposing the C++ backend anyway, and most of the blueprint nodes are async blueprint objects and are awkward to use in C++. Its not tagged with the _API macro to expose it to c++ for that very reason.
It would actually be far faster and cleaner to just straight up use the C++ yourself.
Sure thing, thanks for helping. :)
When I trying to finish/close a connected client with the server session in dedicated server…The console of server keep the saying the same msglog:
AdvancedSessionsLog: Warning: GetLocalPlayerNameFromController Bad Player Controller!
What I need to do to fix this and make correct disconnection of clients???
Question about the time the session get advertise to other players. Some times when we are testing the game for a long time and someone leave the game.
The player can’t find the session again. The engine stop advertise the game after some time?
If I use Update Session the session will go back to be advertise?
[quote=“HeliaXDemoN, post:2318, topic:30020”]
Question about the time the session get advertise to other players. Some times when we are testing the game for a long time and someone leave the game.
The player can’t find the session again. The engine stop advertise the game after some time?
If I use Update Session the session will go back to be advertise?
Sessions shouldn’t stop “being advertised” no, but that is on the subsystem providers end.
[quote=“Demonrras, post:2317, topic:30020”]
When I trying to finish/close a connected client with the server session in dedicated server…The console of server keep the saying the same msglog:
AdvancedSessionsLog: Warning: GetLocalPlayerNameFromController Bad Player Controller!
What I need to do to fix this and make correct disconnection of clients???
You are running a node on the server for the disconnected clients controller. You must be saving them out seperately for some reason? And on tick are checking it?
[quote=“, post:2319, topic:30020”]
Sessions shouldn’t stop “being advertised” no, but that is on the subsystem providers end.
I forgot that I save the Session too and try reconnect and the player can’t enter the game anymore.
I had a problem with the plugin using UE4.23 after package the project. I cant find session successfully while I can connect the serer by open ip option. Do u have the same problem or I made a mistake .
THX a lot ,Boss!
How correctly disconnect the player from the server…have any process to logoff the players that quit game server???
[quote=“HeliaXDemoN, post:2321, topic:30020”]
I forgot that I save the Session too and try reconnect and the player can’t enter the game anymore.
Are you using the steam authentication setup that Epic added recently? I could see it causing problems where if the client crashes that EndAuthSession is never called and it could possibly cause some issues on reload and trying to get another session ticket.
[quote=“Demonrras, post:2323, topic:30020”]
How correctly disconnect the player from the server…have any process to logoff the players that quit game server???
DestroySession is for the client as well as the server, Epic didn’t exactly name it in the most coherent way, it is supposed to clear all active sessions and disconnect.
How the server can kick player? Need to use what nodes to do this? Remove Player BP?
[quote=“Demonrras, post:2325, topic:30020”]
How the server can kick player? Need to use what nodes to do this? Remove Player BP?
Well you can follow a tutorial like Blueprint Multiplayer: Kick Player Setup | 19 | v4.11 Tutorial Series | Unreal Engine - YouTube which is kind of trusting of the client…
There are also KickPlayer and BanPlayer functions in the game session class but I didn’t want to provide an override of it just for those and they aren’t exposed to blueprint in engine.
Hello, anyone else having issues with advanced sessions on the new 4.23.1 update? All of a sudden i can’t get any steam info to pop up, like steam name and avatar image. I’m pretty sure it started after updating the unreal engine.
Anyone know how to use this blueprints nodes of online context???
When I only use join (logs after first red line) and destroy session nodes (after second red line)…my dedicated server make some strange msg like image below. When a player close the game…the server keep saying the msgs in yellow in console…Any tip to upgrade this???
Hi there,
I’ve just started using the plugin, first off, thank you for creating such an easy-to-get-started plugin!!
Precursor: I am using engine version 4.23.0 and the Null online subsystem (DefaultOnlineSubSystem=Null)
I am having a difficult time trying to GetSessionSettings working. It always returns OnFailure. I have tried using the node immediately after CreateAdvancedSession->OnSuccess to no avail. I’ve also tried putting a self-looping delay; reattempt and that has had no luck either.
From debugging the plugin’s C++ source for GetSessionSettings, it successfully gets the SessionInterface, but fails on SessionInterface-GetSessionSettings(NAME_GameSession). This always returns nullptr.
This matches the log I am seeing “GetSessionSettings couldn’t get the session settings!”
Any help would be hugely appreciated.
Cheers
[quote=“PhoenixSmurf, post:2330, topic:30020”]
Hi there,
I’ve just started using the plugin, first off, thank you for creating such an easy-to-get-started plugin!!
Precursor: I am using engine version 4.23.0 and the Null online subsystem (DefaultOnlineSubSystem=Null)
I am having a difficult time trying to GetSessionSettings working. It always returns OnFailure. I have tried using the node immediately after CreateAdvancedSession->OnSuccess to no avail. I’ve also tried putting a self-looping delay; reattempt and that has had no luck either.
From debugging the plugin’s C++ source for GetSessionSettings, it successfully gets the SessionInterface, but fails on SessionInterface-GetSessionSettings(NAME_GameSession). This always returns nullptr.
This matches the log I am seeing “GetSessionSettings couldn’t get the session settings!”
Any help would be hugely appreciated.
Cheers
Test that in “Stand-Alone” launch or in a packaged exe, the PIE session that it automatically creates gets in the way here.