Hey so how can I get the sessions I make to be visible online? Right now they’re only visible to users on the same network even with LAN set to false.
Also when I try to build with the Steam online subsystem, the overlay appears to work fine when I run standalone from editor, but not in a packaged build.
[quote=“zlsinger, post:2479, topic:30020”]
Hey so how can I get the sessions I make to be visible online? Right now they’re only visible to users on the same network even with LAN set to false.
Also when I try to build with the Steam online subsystem, the overlay appears to work fine when I run standalone from editor, but not in a packaged build.
You need to define your app id in a packaged game, in older engine versions you will need to ship an app_id.txt with the packaged project that contains it, in newer ones (4.22 + if i remember) you can set it in the build.cs.
The reason you cant see normal sessions across the internet is because they don’t have a provisioning server to poll for them.
[quote=“, post:2480, topic:30020”]
You need to define your app id in a packaged game, in older engine versions you will need to ship an app_id.txt with the packaged project that contains it, in newer ones (4.22 + if i remember) you can set it in the build.cs.
The reason you cant see normal sessions across the internet is because they don’t have a provisioning server to poll for them.
Oh so that app id goes in the build.cs file now? I’ve read on other forums I need to include it in a Steam_appid.txt file in the directory of the game’s exe file. Where in the build.cs file does it go? (I’m using version 4.24)
Also I was under the impression that Steam’s online subsystem would allow me to have my game’s sessions visible. I tried packaging with the advanced sessions and steam online subsystem plugins enabled, and made sure to include all stuff I need to in the DefaultEngine.ini detailed here: https://docs.unrealengine.com/en-US/…eam/index.html
Is it possible that page is out of date and the info is wrong?
Or will this all just not work if I don’t have an actual Steam page for my game and have been using their test app ID? (480)
[quote=“zlsinger, post:2481, topic:30020”]
Oh so that app id goes in the build.cs file now? I’ve read on other forums I need to include it in a Steam_appid.txt file in the directory of the game’s exe file. Where in the build.cs file does it go? (I’m using version 4.24)
Also I was under the impression that Steam’s online subsystem would allow me to have my game’s sessions visible. I tried packaging with the advanced sessions and steam online subsystem plugins enabled, and made sure to include all stuff I need to in the DefaultEngine.ini detailed here: https://docs.unrealengine.com/en-US/…eam/index.html
Is it possible that page is out of date and the info is wrong?
Or will this all just not work if I don’t have an actual Steam page for my game and have been using their test app ID? (480)
If the overlay isn’t loading then the steam subsystem isn’t actually loading up for you to see the servers,
As for the id, it should be the target.cs (sorry didn’t mean build) and it would be the “UE4_PROJECT_STEAMSHIPPINGID” key.
[quote=“, post:2482, topic:30020”]
If the overlay isn’t loading then the steam subsystem isn’t actually loading up for you to see the servers,
As for the id, it should be the target.cs (sorry didn’t mean build) and it would be the “UE4_PROJECT_STEAMSHIPPINGID” key.
Ok so I did that by adding “GlobalDefinitions.Add(“UE4_PROJECT_STEAMSHIPPINGID=480”);” to my Target.cs file but now when I build it fails and gives me an error that says: “<Project Name> modifies the value of GlobalDefinitions. This is not allowed, as <Project Name> has build products in common with UE4Game.”
I’m not sure what that means. What’s the proper way to add this key?
[quote=“zlsinger, post:2483, topic:30020”]
Ok so I did that by adding “GlobalDefinitions.Add(“UE4_PROJECT_STEAMSHIPPINGID=480”);” to my Target.cs file but now when I build it fails and gives me an error that says: “<Project Name> modifies the value of GlobalDefinitions. This is not allowed, as <Project Name> has build products in common with UE4Game.”
I’m not sure what that means. What’s the proper way to add this key?
/*
* This is our Steam App ID.
* # Define in both server and client targets
*/
ProjectDefinitions.Add("UE4_PROJECT_STEAMSHIPPINGID=480");
Hi ,
Having an issue with packaging my project for development testing. I am getting the following error:
[QUOTE]
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for ‘AdvancedSessions’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in AdvancedSessions.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for ‘AdvancedSessions’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in AdvancedSessions.build.cs to override.
I navigated to the plugins folder: AdvancedSessions\Source\AdvancedSessions\AdvancedSessionos.Build.cs
and added the following line: PrecompileForTargets = PrecompileTargetsType.Any; to line 8
Still getting the error after adding it. Any suggestions?
EDIT: Resolved by adding both f your plugins directly to the project, instead of through the engine.
- Open game folder
- Create ‘Plugins’ folder
- Add both ‘AdvancedSessions’ and ‘AdvancedSteamSessions’ to Plugins
- Check to be sure the Engine recognizes using **Project **plugins instead of Built-In for both the above.
Hi
i wanted to ask how it works with a Dedicated Server because if i export the server from unreal engine he won’t find it
Hello,
i have a issue with this Plugin.
After getting thrown out of another session, because the host pressed alt + f4 for example, the creating of a new one fails. i am using the excact same node setup as the previous host. just with some adjusted values. to clarify: on failure branch gets executed.
my best guess would be that i got to clean up every rest the old session could’ve left behind. otherwise i have no idea why the node could be failing in this scenario.
maybe this is a know issue or intendet behavior. anyway please help
[quote=“Nestoro”]
Hello,
i have a issue with this Plugin.
After getting thrown out of another session, because the host pressed alt + f4 for example, the creating of a new one fails. i am using the excact same node setup as the previous host. just with some adjusted values. to clarify: on failure branch gets executed.
my best guess would be that i got to clean up every rest the old session could’ve left behind. otherwise i have no idea why the node could be failing in this scenario.
maybe this is a know issue or intendet behavior. anyway please help
You need to destroy session when you leave one, the plugin doesn’t “store” anything either, it just interfaces with the engines sessions backend. So if there is still an active session it will fail to create a new one (it also prints to the log when this happens so there should be a message stating it).
UPDATE: Got it figured out Thanks
Quick question,
I want develop my game faster so I want to design/test it using just one computer. My game will be using a dedicated server, In the UE4 editor version 4.24.3 under play options I set the number of players to “2” and checked “run as dedicated server”.
Options selected when creating an advanced session;
• obviously no player controller referenced
• Use LAN = checked
• Is dedicated server = checked
• Use presence = unchecked
• Allow join via presence = unchecked
• Should advertise = checked
The problem is when the session gets created I get these errors below from the Event Network Error node,
If I run my game as a listen server then it works just fine, but I need it to run as a dedicated server.
Anyone have any input on this?
Is there still no Steam Party system (beacons)? Will it be exposed to blueprints in your plugin?
[quote=“Cipher5, post:2489, topic:30020”]
Quick question,
I want develop my game faster so I want to design/test it using just one computer. My game will be using a dedicated server, In the UE4 editor version 4.24.3 under play options I set the number of players to “2” and checked “run as dedicated server”.
Options selected when creating an advanced session;
• obviously no player controller referenced
• Use LAN = checked
• Is dedicated server = checked
• Use presence = unchecked
• Allow join via presence = unchecked
• Should advertise = checked
The problem is when the session gets created I get these errors below from the Event Network Error node,
If I run my game as a listen server then it works just fine, but I need it to run as a dedicated server.
Anyone have any input on this?
You have to specifically build a dedicated server, just ticking it in the session does not launch a dedicated server instance, that option is there for use inside of your build server.
[quote=“TraceAnima, post:2490, topic:30020”]
Is there still no Steam Party system (beacons)? Will it be exposed to blueprints in your plugin?
Its exposed in a marketplace plugin already.
Hello,
I’m using Unreal version 4.24.3 compiled from perforce and I’m following this tutorial:
When I play in the editor it runs great, but when I make a development package and try to run it on two separate computers I am unable to join a session. Was there a step missing from this tutorial, or is there anything additional I need to do to make this work on two different machines?
Thanks!
hi!
How to disable ability to join to session when session in progress?
And who can explain me next settings of session:
bUsesPresence
bAllowJoinViaPresence
bAllowJoinViaPresenceFriendsOnly
[quote=“rmeyer_pew, post:2493, topic:30020”]
Hello,
I’m using Unreal version 4.24.3 compiled from perforce and I’m following this tutorial:
When I play in the editor it runs great, but when I make a development package and try to run it on two separate computers I am unable to join a session. Was there a step missing from this tutorial, or is there anything additional I need to do to make this work on two different machines?
Thanks!
I also followed this tutorial, and I’m having a similar problem.
The game seems to connect to steam services when I launch a stand-alone in the editor, but in a packaged build it does not.
EDIT: My solution is 2 posts below. For those googling like I did. vvv
I see some other posts saying that I need to add an app_id.txt file in the same folder as the .exe to get packages to connect to each other from two different machines. What needs to go in the app_id.txt file?
So, I thought the problems I was having was Steamworks SDK related, but maybe its not.
I have my game running & building in 4.22.3 & 4.24.3 because I thought a sdk upgrade would help
I got further, I’m able to see the steam overlay in the main menu, along with my profile picture.
However, I’m getting an issue when trying to host.
Log for the 4.24.3 version below:
When I click host game on the main menu, it creates an advanced session and loads the map. I even tried just loading the map and no advanced session, but it returns to main menu when ever i use the listen
command on the map load.
I read the logs, and all clues point to it failing to bind. Do you have any idea why this might be happening?
EDIT: So i found the solution for me, and it might be for you too rmeyer_pew
You need to include a steam_appid.txt int he binaries folder of your packaged game.
Not in the root where your game.exe would be, but in the sub folder for your Win64, Win32, etc folders
Has anyone got the find sessions node working in 4.24? No matter what I do, I can create a server but find sessions is always 0.
Steam overlay shows