Hey! We actually encounter a problem with this plugin.
We are trying to do a serverlist hosted by players.
Actually we want to show only the servers who are not full.
So we have a create session node with these settings: Public/Private Connections: 2.
If in the join session node i set “min available slot” = 1. The server is not found (but there are only the server on the session, so it have actually one available slot no?)
If i set “min slot availables” = 0. The server is found.
Any idea how to do this?
We are using SteamSubsystem in shipping Build.
Another question:
We want to show the servers that are not actually “in game”
To do that, when creating a session we add an extra setting (bool) called: “In game”.
To test, we set the value to TRUE.
On the join session node, we make a search property setting and “make property by bool” with the same name “In Game” but if the value is true or false, the server is always found.
Any idea?
Thanks for your answer, that’s a wonderful plugin!!
Hey! We actually encounter a problem with this plugin.
We are trying to do a serverlist hosted by players.
Actually we want to show only the servers who are not full.
So we have a create session node with these settings: Public/Private Connections: 2.
If in the join session node i set “min available slot” = 1. The server is not found (but there are only the server on the session, so it have actually one available slot no?)
If i set “min slot availables” = 0. The server is found.
Any idea how to do this?
We are using SteamSubsystem in shipping Build.
Another question:
We want to show the servers that are not actually “in game”
To do that, when creating a session we add an extra setting (bool) called: “In game”.
To test, we set the value to TRUE.
On the join session node, we make a search property setting and “make property by bool” with the same name “In Game” but if the value is true or false, the server is always found.
Any idea?
Thanks for your answer, that’s a wonderful plugin!!
Here is a screenshot of the two nodes:
#1: I assume that it is a listen server? In that case the hosting instance is both a server AND a client
#2: Steam only support Int,Float,Byte,String filter values, all of the in engine values are implemented though as other subsystems are free to implement them eventually (like epics subsystem). I added notes to the filtering functions recently about this.
@Infinity9115 Did increasing the number of connections work for you? It didn’t for me.
In my case I had a working setup, as per the screenshots below except with a “Min Slots Available” of 0.
I have plenty of public connections available on the create node. I don’t want it returning games that are full, so I tried changing “Min Slots Available” to 1 (as shown below), and that caused it to no longer find the session at all (even when the host player and listen server were the only ones in the session with 7 public connections available).
How can I ensure the find sessions node only returns sessions with at least one public connection available? I’m thinking of adding a new Filter/ExtraSettings that is something like either “Available” or “Full”, and then trying to update the session with the Update Session node, and filtering for only “Available” sessions. I’m hesitant to do this as I haven’t used the update session node yet so I’m unfamiliar with how it works. For example, I’m not sure if you have to set ALL inputs when using it (including all extra settings) to prevent it from clearing out existing values, or does it only update the non-default values/extrasettings provided?
AdvancedSessions doesn’t work with Wwise 2019.2 Unreal Integration, and it will fail when packaging the game, disabling one of the two is necessary to sucessfully package. We are using UE4.23 and I tried on a blank project too.
AdvancedSessions doesn’t work with Wwise 2019.2 Unreal Integration, and it will fail when packaging the game, disabling one of the two is necessary to sucessfully package. We are using UE4.23 and I tried on a blank project too.
Can you provide a solution or workaround?
I’ve attached the logs
Those logs don’t tell me anything other than that the unreal header tool isn’t correctly generating its meta files for either plugin.
I’m a teacher at a university and like most we are forced to continue teaching remotely. I’m using the chance to dive into the multiplayer capabilities of UE4 and try to make a virtual space where my class can convene in VR and First Person. The class is about architecture in virtual worlds so it only seems right to try to explore the possibilities together in a virtual space (it already happens 24/7 in Fortnight etc.). I could just host a world in VRChat but that platform (and most I’ve encountered) are PC-only.
I’ve succeeded in building a prototype, using this amazing plugin, that works for PC but have run into a wall with the Mac platform. I’ve had the same issue as others in this thread of being unable to build the Advanced Sessions plugin when launching on a Mac. Also I want to use this insane time as a chance to push my knowledge and share the process with my students.
Has anyone had any success compiling a Mac version of the plugin? If so would you be willing to share your compiled version or give me step-by-step instructions on how to do so? I am a visual artist first and a armchair developer out of necessity so the Visual Studio/Xcode workflow is still foreign.
I have a little question about how the session system works in ue4 :
why, when no session is found, the find session node send a success with no results (empty array) ?
it should return a fail no ?
btw, if the plugin found out a session without extra settings it return a true too. So I have to check after to compare session settings with the one I was looking for
I have a little question about how the session system works in ue4 :
why, when no session is found, the find session node send a success with no results (empty array) ?
it should return a fail no ?
btw, if the plugin found out a session without extra settings it return a true too. So I have to check after to compare session settings with the one I was looking for
It means that the operation succeeded without error, finding no matching results is a valid result. Also you shouldn’t be getting an array of sessions that don’t contain your key.
I’m a teacher at a university and like most we are forced to continue teaching remotely. I’m using the chance to dive into the multiplayer capabilities of UE4 and try to make a virtual space where my class can convene in VR and First Person. The class is about architecture in virtual worlds so it only seems right to try to explore the possibilities together in a virtual space (it already happens 24/7 in Fortnight etc.). I could just host a world in VRChat but that platform (and most I’ve encountered) are PC-only.
I’ve succeeded in building a prototype, using this amazing plugin, that works for PC but have run into a wall with the Mac platform. I’ve had the same issue as others in this thread of being unable to build the Advanced Sessions plugin when launching on a Mac. Also I want to use this insane time as a chance to push my knowledge and share the process with my students.
Has anyone had any success compiling a Mac version of the plugin? If so would you be willing to share your compiled version or give me step-by-step instructions on how to do so? I am a visual artist first and a armchair developer out of necessity so the Visual Studio/Xcode workflow is still foreign.
Yeah i cannot pre-compile binaries for mac, you will have to follow any random project compilation tutorial for mac with the plugin in the project folder and it should generate them for you.
Ok i understand
no it’s right, I don’t get any session without my key. I just want to display custom test if some key is found, so I have not to add them as extra settings but need to get it after finding sessions.
Hello , I have problems with the following nodes: Update session, mute Remote Player and IsPlayerTalking. Update session sometimes crashes. In addition, the current players and Players are not always updated correctly. The mute node and the IsPlayerTalkingNode are not working. The unique ID is passed correctly. I use the 4.21