Advanced Sessions Plugin

hi ,

im using UE 4.24.3 with your plugin and ive encountered some strange bug(i guess) … im unable to get working “Cancel Find Sessions” or better said it doesnt work as it should i think

when i try to use it it breaks searching totally… once “Cancel Find Sessions” gets executed “Success” delegate gets fired what looks good till now … but after this “Find Sessions Advanced” doesnt work anymore and trying to fire it causes endless searching without success or failure delegates being fired … next try to cancel doesnt change anything … “cancel” fires “Success” delegate but doesnt work even on 2nd try …

in log there are these messages:


[2020.05.02-22.48.44:443][918]LogOnlineSession: Warning: STEAM: Ignoring game search request while one is pending
[2020.05.02-22.48.59:136][214]LogOnlineSession: Warning: STEAM: Can't cancel a search that isn't in progress
[2020.05.02-22.48.59:136][214]LogBlueprintUserMessages: [W_FindMatchMenu_C_0] Cancel Success fired

so i guess if search request gets ignored it should fire atleast failure delegate to be able to handle the state
and still there is bugged cancel which bugs that search so it looks there are 2 bugs in this process …
strange is that i didnt found anyone having same issue so am i doing something wrong or no one uses “Cancel Find Sessions”?

[quote=“Kower99, post:2499, topic:30020”]

hi ,

im using UE 4.24.3 with your plugin and ive encountered some strange bug(i guess) … im unable to get working “Cancel Find Sessions” or better said it doesnt work as it should i think

when i try to use it it breaks searching totally… once “Cancel Find Sessions” gets executed “Success” delegate gets fired what looks good till now … but after this “Find Sessions Advanced” doesnt work anymore and trying to fire it causes endless searching without success or failure delegates being fired … next try to cancel doesnt change anything … “cancel” fires “Success” delegate but doesnt work even on 2nd try …

in log there are these messages:


[2020.05.02-22.48.44:443][918]LogOnlineSession: Warning: STEAM: Ignoring game search request while one is pending
[2020.05.02-22.48.59:136][214]LogOnlineSession: Warning: STEAM: Can't cancel a search that isn't in progress
[2020.05.02-22.48.59:136][214]LogBlueprintUserMessages: [W_FindMatchMenu_C_0] Cancel Success fired

so i guess if search request gets ignored it should fire atleast failure delegate to be able to handle the state
and still there is bugged cancel which bugs that search so it looks there are 2 bugs in this process …
strange is that i didnt found anyone having same issue so am i doing something wrong or no one uses “Cancel Find Sessions”?

Are you trying this in packaged / stand alone or PIE? PIE makes a conflicting game session that can get in the way of some things.

[quote=“, post:2500, topic:30020”]

Are you trying this in packaged / stand alone or PIE? PIE makes a conflicting game session that can get in the way of some things.

im testing in standalone

EDIT: so i did some research and here is bit more info … to me it doesnt look like bug of your plugin anymore
when ive used original “Find Sessions” it have bugged same way when i wanted to cancel searching but ive found out that for some reason it depends of “use LAN” settings … if that setting is not changing then canceling search doesnt bug searching but if “use LAN” settings change then it will bug searching no matter if i use regular “Find sessions” or advanced one … so maybe this is UE Online Subsystem bug and this is why they didnt alowed to use “Cancel find sessions” in blueprints (i guess)

[quote=“Kower99, post:2501, topic:30020”]

im testing in standalone

EDIT: so i did some research and here is bit more info … to me it doesnt look like bug of your plugin anymore
when ive used original “Find Sessions” it have bugged same way when i wanted to cancel searching but ive found out that for some reason it depends of “use LAN” settings … if that setting is not changing then canceling search doesnt bug searching but if “use LAN” settings change then it will bug searching no matter if i use regular “Find sessions” or advanced one … so maybe this is UE Online Subsystem bug and this is why they didnt alowed to use “Cancel find sessions” in blueprints (i guess)

Lan uses a different search method as its a beacon, it wouldn’t have anything to do with blueprint specifically there but it may be bugged for lan yes.

4.25 is up in repo and binary package

[quote=“, post:2504, topic:30020”]

4.25 is up in repo and binary package

Sorry to bug you mate, but I can’t get steam to load on 4.25 some people are having the same issue any ideas?

[quote=“, post:2491, topic:30020”]

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.

I think you misunderstood my question. Please take a look at this picture, that was the “run dedicated server” checkbox I was asking about. Thanks

I want to test the replication out etc. without building/packaging it up and testing on multiple PC’s at this point. I will test on other PC’s when I get further along. Is this possible to just do the testing in the editor?

[quote=“Cipher5, post:2506, topic:30020”]

I think you misunderstood my question. Please take a look at this picture, that was the “run dedicated server” checkbox I was asking about. Thanks

I want to test the replication out etc. without building/packaging it up and testing on multiple PC’s at this point. I will test on other PC’s when I get further along. Is this possible to just do the testing in the editor?

Generally? yes, you can also simulate packet loss and latency with console commands as well on each clients end.

However you should never spend a large amount of time relying on this as your sole network testing, even more so with a dedicated server. Its fine for brief periods but you need periodic real world testing as there can be differences.

[quote=“OverRated_AU, post:2505, topic:30020”]

Sorry to bug you mate, but I can’t get steam to load on 4.25 some people are having the same issue any ideas?

Mine is working packaged, but not in editor standalone currently no.

Hi!
How to restart a game with same players with a listen server in blueprints?

I’m getting an error trying to package a project with the 4.25 version “System.ArgumentException: An item with the same key has already been added”

Full error



UATHelper: Packaging (Windows (64-bit)): ERROR: System.ArgumentException: An item with the same key has already been added.
UATHelper: Packaging (Windows (64-bit)):           at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
UATHelper: Packaging (Windows (64-bit)):           at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
UATHelper: Packaging (Windows (64-bit)):           at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer)
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, Boolean bProjectHasCode, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetType, Boolean bRequiresAssetNativization, Boolean bRequiresCookedData, String& OutReason) in D:\Build\++UE4+License
e\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 208
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, List`1 Platforms, List`1 Configurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 155
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.DetectProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:
line 533
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectUtils.GetProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:lin
e 99
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2010
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, BuildCommand Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UE4Exe, String SignPak, List`1 Cl
ientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 MapIniSectionsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatform
Map, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 SkipBuildClient, Nullable`1 SkipBuildEditor, Nullable`1 Cook, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, String AdditionalPakOptions, Nullable`1 IterativeCooking, String IterateSharedCookedBuild, Nullable`1 IterateShar
edBuildUsePrecompiledExe, Nullable`1 CookAll, Nullable`1 CookPartialGC, Nullable`1 CookInEditor, String CookOutputDir, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 EncryptIniFiles, Nullable`1 EncryptPakIndex, Nullable`1 EncryptEverything, Nullable`1 SkipCookingEditorConten
t, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, Nullable`1 AddPatchLevel, Nullable`1 StageBaseReleasePaks, Nullable`1 GenerateRemaster, String DiscVersion, String DLCName, String Diff
CookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 DLCPakPluginFile, Nullable`1 DLCActLikePatch, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, String DeployFolder, String GetFile, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nulla
ble`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 SeparateDebugInfo, Nullable`1 MapFile, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 IoStore, Nullable`1 SkipIoStore, Nullable`1 Prereqs, String AppLocalDirectory, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 PakAlignForMemoryMapping, Nullable`1 NullRHI, Nullable`1 FakeClien
t, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 PrePak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String
 ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, String SpecifiedClientTarget, String SpecifiedServerTarget, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, String UbtArgs, String AdditionalPackageOptions, Nullable`1 IterativeDeploy, Nullable`
1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 RunAssetNativization, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UseExtraFlavor, String Provision, String Certificate, String Team, Boolean AutomaticSigning, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 InMapsToRebuildHLOD, ParamList`1 TitleID) in D:\Build\++UE4+Li
censee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 1072
UATHelper: Packaging (Windows (64-bit)):           at BuildCookRun.SetupParams() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 46
UATHelper: Packaging (Windows (64-bit)):           at BuildCookRun.ExecuteBuild() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 37
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Automation.Process(String] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 509
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.MainProc(String] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 176
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731
UATHelper: Packaging (Windows (64-bit)):           at AutomationTool.Program.Main(String] Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Chozabu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\e+Epic+Games+UE_4.25\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
PackagingResults: Error: System.ArgumentException: An item with the same key has already been added.


Had a google around, unsure why - though the project does package if I remove the advancedsession and advancedsteamsessions plugins.

Any suggestions to fix/debug would be great.

ue4.25 is a fresh launcher install with no added plugins.

Update - looks like it may be incompatible with the git LFS plugin, not yet sure though

How do I update my project from 4.23 to 4.25? I know hwo to actually update the project and I did (I made a backup first, incase it failed, and it did). And Now I get packaging errors saying "can’t find a part of path ‘C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\Experimental\HTML5Networking\HTML5Networking.uplugin’ and “Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\AdvancedSessionsPlugin-4-23\AdvancedSessions\AdvancedSessions\AdvancedSessions.uplugin” I downloaded the latest version of advanced plugins, and extracted it to the right place in my folder, but it’s still not working, if I go to my plugins in the project, it says I have them installed and activated

[quote=“Capn_C4ke, post:2511, topic:30020”]

How do I update my project from 4.23 to 4.25? I know hwo to actually update the project and I did (I made a backup first, incase it failed, and it did). And Now I get packaging errors saying "can’t find a part of path ‘C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\Experimental\HTML5Networking\HTML5Networking.uplugin’ and “Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\AdvancedSessionsPlugin-4-23\AdvancedSessions\AdvancedSessions\AdvancedSessions.uplugin” I downloaded the latest version of advanced plugins, and extracted it to the right place in my folder, but it’s still not working, if I go to my plugins in the project, it says I have them installed and activated

Get rid of that “AdvancedSessionsPlugin-4-23” folder and put its contents in the same place for one. Other than that i would put the plugin at the project level normally, not at the engine level.

[quote=“, post:2512, topic:30020”]

Get rid of that “AdvancedSessionsPlugin-4-23” folder and put its contents in the same place for one. Other than that i would put the plugin at the project level normally, not at the engine level.

I did that but now it’s saying
Capture.PNG
And I can’t disable the plugin, and I don’t remember ever activating it. Should I retry from my backup?

[quote=“Capn_C4ke, post:2514, topic:30020”]

I did that but now it’s saying
Capture.PNG
And I can’t disable the plugin, and I don’t remember ever activating it. Should I retry from my backup?

Edit your .uproject file in a text editor and delete the module reference.

[quote=“, post:2515, topic:30020”]

Edit your .uproject file in a text editor and delete the module reference.

This is all that shows in my file

{
“FileVersion”: 3,
“EngineAssociation”: “4.25”,
“Category”: “”,
“Description”: “”,
“Plugins”:
{
“Name”: “AdvancedSessions”,
“Enabled”: true
},
{
“Name”: “AdvancedSteamSessions”,
“Enabled”: true
},
{
“Name”: “ApexDestruction”,
“Enabled”: true
},
{
“Name”: “EasyMultiSave”,
“Enabled”: true,
“MarketplaceURL”: “com.epicgames.launcher://ue/marketplace/content/7232621c23174bbbbb64c7bfb6583f6f”
}
]
}

Hi, I’m using 4.22

I’m having an issue where I’m trying to call player unique net ID’s. It is showing steam name and unique ID for the Server / Client but for all joining clients the print string returns ERROR Bad Unique net ID. Any ideas what is going on here.

I’m also having trouble getting my current online players list to see other online clients.
so not sure if it’s something I’ve not set right or a setting of the engine ?

None of the joining clients ID’s show either using steam or not. But they do if they are Host.

any help would be great.

:slight_smile:

[quote=“indivelope, post:2498, topic:30020”]

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

It works in 4.24

Hello,

I wonder if you can help. I am using your plugin for Unreal 4.25 along with the adapted Engine config file from the Online Substystem Steam document (https://docs.unrealengine.com/en-US/…eam/index.html). Both the advanced sessions plugins are activated along with the Online Systems plugin. However when i build/launch the game it fails to launch saying the SteamShared plugins failed to load because module “SteamShared” could not be found. This does not happen when the advanced sessions plugins are disabled. It suggests disabling the “SteamShared” plugin but it is needed for the OnlineSubsystem plugin.

Have i missed a step in setting up the advanced sessions plugin?

Thanks

Problem.PNG

I’m wondering is there a way to make it so a play can only join if the server has space? Or that a player will remove themselves from the game when they join if it is full?