Advanced Sessions Plugin

Hi everyone.

I’m trying to use the Advanced Sessions plugin to send a friend invite after creating a party. I call send invite to friend in the blueprints with the unique net id. It says the invite was successful, but I can’t see any invite popup on Steam when I do this. Does anyone have any advice?

hi!
can u help me with next error

[2020.04.02-11.54.25:643][199]LogOnline: Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call

Hi,
First, thank you so much for this amazing plugin.
I have released a game on Steam a few months back. And, now I have finished implementing online multiplayer feature. One player from one PC with a unique SteamID CreatesAdvancedSession. Then, another player from another PC with a unique SteamID does FindSessionAdvanced.
It works perfectly over LAN.
However, on Steam, the other player can join the session. But, once the host “starts”, and moves to the next map, the guest player gets disconnect.
I am using NON-Seamless travel.
Could you kindly confirm that my check/uncheck choices are proper for a Steam online session?

Thank you again!

p.s. After sending a PM to the OP, I realized here is the proper place to post. I am sorry for the double post.

1 Like

The ping 9999 with steam is fixed on 4.24?

[quote=“Psyco_Gaming_Lab, post:2462, topic:30020”]

The ping 9999 with steam is fixed on 4.24?

You have to use the steam sockets setup to fix that

@

Any chance you can expose read and write to steam leaderboard? Just bought Uworks but unfortunately, that plugin lacks for creating a session with extra setting and you can’t use both plugins at the same time, so I’m lost.

Thanks

[quote=“mhnoni, post:2464, topic:30020”]

@

Any chance you can expose read and write to steam leaderboard? Just bought Uworks but unfortunately, that plugin lacks for creating a session with extra setting and you can’t use both plugins at the same time, so I’m lost.

Thanks

UWorks has the entire steam sdk exposed to blueprints, you should be able to just set lobby settings directly when using it.

Also the engine has built in leaderboard support as well as there being two additional plugins that I know of that handle leaderboards specifically.

[quote=“, post:2465, topic:30020”]

UWorks has the entire steam sdk exposed to blueprints, you should be able to just set lobby settings directly when using it.

Also the engine has built in leaderboard support as well as there being two additional plugins that I know of that handle leaderboards specifically.

Ah ok, so I will use create a lobby for my listen server instead of creating a session, Forgive me for asking this stupid question, but what is the difference between creating a lobby and creating a session? I even couldn’t find the answer on the steam partner page.

As for the built-in leaderboard, it doesn’t work as it should, you cant read top 10 scores with the names of the players, so it’s kind of useless, that’s why I really hope one day you add it to advance session plugin as its the only thing missing there. for now can you please tell me the plugins that handle leaderboards other than Uworks that you mentioned?

Thanks

[quote=“mhnoni, post:2466, topic:30020”]

Ah ok, so I will use create a lobby for my listen server instead of creating a session, Forgive me for asking this stupid question, but what is the difference between creating a lobby and creating a session? I even couldn’t find the answer on the steam partner page.

As for the built-in leaderboard, it doesn’t work as it should, you cant read top 10 scores with the names of the players, so it’s kind of useless, that’s why I really hope one day you add it to advance session plugin as its the only thing missing there. for now can you please tell me the plugins that handle leaderboards other than Uworks that you mentioned?

Thanks

Sessions ARE lobbies for the most part, sessions are UE4’s abstract system for handling multiplayer groupings, they implement it on the steam subsystem by creating a lobby.

As for leaderboards, the reason I hadn’t was there was a free plugin already handling it, as well as a couple of paid ones, I am unsure as to their status as I don’t keep up on them.

[quote=“, post:2467, topic:30020”]

Sessions ARE lobbies for the most part, sessions are UE4’s abstract system for handling multiplayer groupings, they implement it on the steam subsystem by creating a lobby.

As for leaderboards, the reason I hadn’t was there was a free plugin already handling it, as well as a couple of paid ones, I am unsure as to their status as I don’t keep up on them.

I think I found the plugin its called “steamuer” I released my game “Legendary hunter vr” two years ago and there was no such plugin, or at least I didn’t know about it, I used your plugin and it was amazing, I’ve added you on my game credit so thanks a lot for your contribution to UE4 community, I’m going to check this Leaderboard plugin and hopefully it will work as my current game is in its final stage, and I would like to keep using advance session plugin without any major modification like Uworks since integrating Uworks will mess my project and I will need a lot of time to make it work. so yeah, in case you have a wishlist for the plugin, I would love to see you add leaderboard, if not then all fine. as one plugin to rule them all is the best thing everyone can wish for.

Edit: yes I was able to make the leaderboard work using Steamuer plugin, thank you, otherwise I wouldn’t know about it.

Hi i need a help. when i trying to start a Standalone game - its crash:

[quote=“, post:2453, topic:30020”]

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.

can you help me?

I get an error message when I try to start version 4.24 with advanced sessions:

Hi, I have a question, I have added the Advanced Session Plugin to my project. However, there is always an error message when I want to launch or package the game, which I can not explain …

If I start the game as a stand-alone game, everything works fine …

I am using version 4.24

LogPlayLevel: [2020.04.07-19.26.18:454] 0]LogInit: Display: Starting Game.
LogPlayLevel: [2020.04.07-19.26.18:466] 0]LogAudioMixer: Display: No commands were queued while flushing the source manager.
LogPlayLevel: Error: [2020.04.07-19.26.18:483] 0]LogStreaming: Error: Couldn’t find file for package /Script/AdvancedSessions requested by async loading code. NameToLoad: /Script/AdvancedSessions
LogPlayLevel: Error: [2020.04.07-19.26.18:483] 0]LogStreaming: Error: Found 1 dependent packages…
LogPlayLevel: Error: [2020.04.07-19.26.18:483] 0]LogStreaming: Error: /Game/ThirdPersonBP/MainMenu/MainMenuButtoms
LogPlayLevel: Error: [2020.04.07-19.26.18:491] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /Game/ThirdPersonBP/MainMenu/MainMenuButtoms.MainMenuButtoms_C:ExecuteUbergraph_MainMenuButtoms.Temp_struct_Variable.Temp_struct_Variable’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: Error: [2020.04.07-19.26.18:491] 0]LogProperty: Error: Struct type unknown for property ‘StructProperty /Game/ThirdPersonBP/MainMenu/MainMenuButtoms.MainMenuButtoms_C:ExecuteUbergraph_MainMenuButtoms.Temp_struct_Variable_2.Temp_struct_Variable_2’; perhaps the USTRUCT() was renamed or deleted?
LogPlayLevel: [2020.04.07-19.26.18:596] 0]LogUMG: Display: Widget Class MainMenuButtoms_C - Loaded Fast Template.
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: begin: stack for UAT
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: === Critical error: ===
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error:
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: Fatal error!
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error:
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000020
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error:
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: [Callstack] 0x00007ff7f77866e0 UE4Game.exe!UObject::execCallMathFunction() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: [Callstack] 0x00007ff7f7788b34 UE4Game.exe!UObject::execLetBool() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:056] 0]LogWindows: Error: [Callstack] 0x00007ff7f7765482 UE4Game.exe!ProcessLocalScriptFunction() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7764d01 UE4Game.exe!UObject::ProcessInternal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f755d6e9 UE4Game.exe!UFunction::Invoke() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7764827 UE4Game.exe!UObject::ProcessEvent() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f9124f4a UE4Game.exe!PropertyPathHelpersInternal::FCallGetterFunctionHelper<FText,UObject>::CallGetterFunction() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f90ef20c UE4Game.exe!PropertyPathHelpersInternal::GetValue<FText,UObject>() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f908e36f UE4Game.exe!UObjectBaseUtility::IsA<USoftObjectProperty>() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f9091d00 UE4Game.exe!PropertyPathHelpersInternal::ResolvePropertyPath() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f9150d49 UE4Game.exe!UTextBinding::GetTextValue() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f91e0b38 UE4Game.exe!UTextBinding::execGetTextValue() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f755d6e9 UE4Game.exe!UFunction::Invoke() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7764827 UE4Game.exe!UObject::ProcessEvent() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f913c87e UE4Game.exe!?Execute@?$TBaseUFunctionDelegateInstance@VUObject@@$$A6A?AVFText@@XZ$$V@@UEBA?AVFText@@XZ() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f77ec0ec UE4Game.exe!TAttribute<FText>::Get() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7b90a21 UE4Game.exe!FSlateTextBlockLayout::ComputeDesiredSize() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7b91613 UE4Game.exe!STextBlock::ComputeDesiredSize() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f78a3f81 UE4Game.exe!SWidget::CacheDesiredSize() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919c2c UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:057] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7919b82 UE4Game.exe!SWidget::Prepass_Internal() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f7924f4e UE4Game.exe!SWidget::SlatePrepass() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f9a48435 UE4Game.exe!UGameEngine::SwitchGameWindowToUseGameViewport() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f94fde3b UE4Game.exe!FDefaultGameMoviePlayer::WaitForMovieToFinish() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f6a4c3d0 UE4Game.exe!FEngineLoop::Init() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f6a62aef UE4Game.exe!GuardedMain() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f6a62d0a UE4Game.exe!GuardedMainWrapper() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:058] 0]LogWindows: Error: [Callstack] 0x00007ff7f6a7313f UE4Game.exe!WinMain() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:059] 0]LogWindows: Error: [Callstack] 0x00007ff7fb2b8c72 UE4Game.exe!__scrt_common_main_seh() ]
LogPlayLevel: Error: [2020.04.07-19.26.22:059] 0]LogWindows: Error: [Callstack] 0x00007ffbb80b7bd4 KERNEL32.DLL!UnknownFunction ]
LogPlayLevel: Error: [2020.04.07-19.26.22:059] 0]LogWindows: Error: [Callstack] 0x00007ffbb9eaced1 ntdll.dll!UnknownFunction ]
LogPlayLevel: Error: [2020.04.07-19.26.22:059] 0]LogWindows: Error:
LogPlayLevel: Error: [2020.04.07-19.26.22:059] 0]LogWindows: Error: end: stack for UAT
LogPlayLevel: Error: ERROR: Client exited with error code: 3
LogPlayLevel: (see C:\Users\yangh\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+fortnite+UE_4.24\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 7.513637
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
LogTemp: Repeating last play command: Standalone Game
LogUObjectHash: Compacting FUObjectHashTables data took 5.39ms

@

I forgot to ask, since you already created advance session plugin, you must know the source code behind it, so creating an advance session in UE4 for steam, will it create a session or a lobby on the steam platform? Since in Uworks there is a create session and create a lobby, unlike advance session plugin which we only have create session node.

At the same time, sorry for asking this noob question but I don’t know where to ask this, in steampartner we have 2 ways on how to create a lobby, one with steamwork API, and another with steamwork web API, what is the difference?

Thanks

[quote=“mhnoni, post:2472, topic:30020”]

@

I forgot to ask, since you already created advance session plugin, you must know the source code behind it, so creating an advance session in UE4 for steam, will it create a session or a lobby on the steam platform? Since in Uworks there is a create session and create a lobby, unlike advance session plugin which we only have create session node.

At the same time, sorry for asking this noob question but I don’t know where to ask this, in steampartner we have 2 ways on how to create a lobby, one with steamwork API, and another with steamwork web API, what is the difference?

Thanks

Epic uses steam lobbies to run their sessions on steam subsystem, Session is epics term for their generic front end cross platforms.

Don’t think the webapi supports creating steam lobbies though.

[quote=“, post:2473, topic:30020”]

Epic uses steam lobbies to run their sessions on steam subsystem, Session is epics term for their generic front end cross platforms.

Don’t think the webapi supports creating steam lobbies though.

Please, any help?

[quote=“Ex-Noob, post:2471, topic:30020”]

I get an error message when I try to start version 4.24 with advanced sessions:

Hi, I have a question, I have added the Advanced Session Plugin to my project. However, there is always an error message when I want to launch or package the game, which I can not explain …

If I start the game as a stand-alone game, everything works fine …

I am using version 4.24

*LogPlayLevel: [2020.04.07-19.26.18:454] 0]LogInit: Display: Starting Game.
LogPlayLevel: [2020.04.07-19.26.18:466] 0]LogAudioMixer: Display: No commands were queued while flushing the source manager.
LogPlayLevel: Error: [2020.04.07-19.26.18:483] 0]LogStreaming: Error: Couldn’t find file for package /Script/AdvancedSessions requested by async loading code. NameToLoad: /Script/AdvancedSessions

Its saying that it cannot find the plugin? If it is a c++ project have you added the module to dependancies?

[quote=“Pangsuper, post:2474, topic:30020”]

Please, any help?

I already told you that I cannot compile a copy for Mac.

[quote=“, post:2453, topic:30020”]

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.

Thanks for the reply. I will try to build it on the Mac and report back with results. I had no idea it was that straightforward.

In the meantime I’ve moved everything away from Steam Sessions to connecting over static IP using ZeroTier to create a virtual network. So far it’s working well except for cross-platform VOIP (would love to hear from anyone who has succeeded at that).

Is there a way to be able to have a in-game choice between the SteamSubSystem and LAN? I can get each to work separately using a checkbox but I have to edit the DefaultEngine.ini Can this be done in code? Am I missing something that I am forced to choose what subsystem I want to use in the DefaultEngine.ini?

Thanks