Advanced Sessions Plugin

Does anyone know a way to check if the server is full while you try to connect to the server? I have a way thought out that should work but was wondering if there is a simple built in function that already does this.

Thanks

[quote=“xxTheFryxx, post:2520, topic:30020”]

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?

I’m actually trying to the same thing right now lol

[quote=“xxTheFryxx, post:2520, topic:30020”]

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?

[quote=“Cipher5, post:2521, topic:30020”]

Does anyone know a way to check if the server is full while you try to connect to the server? I have a way thought out that should work but was wondering if there is a simple built in function that already does this.

Thanks

You can just use the update session node to set advertise to false when you need to.

Thank you for this amazing plugin!
Just a problem in UE 4.25 :
When “Open Level (listen)” function is called right after the session is created, the host reverts to the previous level. When I replace “Open Level” by “ServerTravel”, the level change works for the host but the error occurs on the client when he tries to join. I have correctly configured my steam_appid.txt file (and steam integration is already working)
Any ideas?
Thank you!

I have an error with 4.25. It says that “GetUniqueId is not a member of APlayerState” though the UE-documentation clearly states that it is :-/

hi everyone,
i’m using the plugin in blueprints and 4.24.3v, trying to work in an invite system, to be able to invite other friends in game, but following some guides online, i noticed that i can’t find “Event on Session Invite Accepted”.
How comes? does anyone know why?

Hey guys, I tried asking this through the normal channels but I haven’t been able to get answer.

We are using Advanced Sessions for our online multiplayer, which works perfectly fine in editor. When I build it out (Development or Shipping) I get no build errors, I looked through the output log and didn’t see anything wrong. However, once the entire project is built out the game fails to start and crashes immediately. When I look at the logs the only thing I can find is “LogPluginManager: Error: Unable to load plugin ‘AdvancedSessions’. Aborting.” I don’t get any other errors, just for some reason the final project can’t load one plugin.

I don’t feel like this is a problem specific to Advanced Sessions, I feel like something must have gone wrong when the plugin was built out. I should note that it worked perfectly fine when we were using 4.22, but after upgrading to 4.24 (and upgrading the plugin files in the project not engine) it started having issues on builds.

I have all the logs if it helps, but I’ve gone through all of them for a few days now and haven’t been able to find anything. Any ideas are appreciated!

Hey mate, first of all great plugin thanks for providing it for free and continuing to support it! I’ve had an issue for the last couple of days that’s been popping up and I can’t quite nail down where it’s coming from. For context, we’re using Advanced Steam Sessions and testing with an unbuilt version, using the source version of the engine. We seem to regularly be getting


LogOnline: Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call

ouput when starting a dedicated server for our own steam appid.

When this happens, the server is still listed on the master server, but is completely unjoinable from external or LAN sources. When this doesn’t output, which is maybe 1 in 10 tries, it’s possible to join the dedicated server from both LAN and external networks.

Any feedback would be appreciated.

I have some questions:

1- Is this steam sessions plugin to create a dedicated server using the steam network itself? Or is it just to create a dedicated server using my own internet but link the share with steam and allow my (internet) session to be found as steam sessions by other players on other machines on other internet connections?

2 - Or is this plugin similar to just create a server on the local network (WIFI) and only for players connected on the same WIFI network to enter that server?

3 - Do I need to use the standard steam plugin to do API integration in the packaged game to make your plugin work in the packaged game?

The plugin (Version 25) makes my packaged project not able to run, e.i. it crashes immediately after launch (this can only be observed using task-manger, it does not create a window). Why is this and how do i fix it?

[quote=“Pseudocorpus, post:2525, topic:30020”]

I have an error with 4.25. It says that “GetUniqueId is not a member of APlayerState” though the UE-documentation clearly states that it is :-/

You are trying to use the 4.24 source in 4.25, they change that to have an accessor.

[quote=“Fabry911, post:2527, topic:30020”]

hi everyone,
i’m using the plugin in blueprints and 4.24.3v, trying to work in an invite system, to be able to invite other friends in game, but following some guides online, i noticed that i can’t find “Event on Session Invite Accepted”.
How comes? does anyone know why?

Its in the game instance, you need to base yours off of it.

[quote=“noms, post:2529, topic:30020”]

Hey mate, first of all great plugin thanks for providing it for free and continuing to support it! I’ve had an issue for the last couple of days that’s been popping up and I can’t quite nail down where it’s coming from. For context, we’re using Advanced Steam Sessions and testing with an unbuilt version, using the source version of the engine. We seem to regularly be getting


LogOnline: Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call

ouput when starting a dedicated server for our own steam appid.

When this happens, the server is still listed on the master server, but is completely unjoinable from external or LAN sources. When this doesn’t output, which is maybe 1 in 10 tries, it’s possible to join the dedicated server from both LAN and external networks.

Any feedback would be appreciated.

That is in the engine source, not the plugin.

[quote=“Suundumused, post:2530, topic:30020”]

I have some questions:

1- Is this steam sessions plugin to create a dedicated server using the steam network itself? Or is it just to create a dedicated server using my own internet but link the share with steam and allow my (internet) session to be found as steam sessions by other players on other machines on other internet connections?

2 - Or is this plugin similar to just create a server on the local network (WIFI) and only for players connected on the same WIFI network to enter that server?

3 - Do I need to use the standard steam plugin to do API integration in the packaged game to make your plugin work in the packaged game?

1/2. As in steam hosts your dedicated server? No, this plugin is just an interface to some back end stuff in engine that isn’t accessible in BP but is in C++. And steam doesn’t offer hosting packages AFAIK.

  1. No, but you can use it to access things that I wasn’t going to specifically cover since this is more of a generic Sessions improvement for BP.

I need make client connection to the my DS as in HLDS or SRCDS(Controlled steamAuth).
Is it possible via this plugin or SteamSDK must be implemented for extending feature?

[quote=“KGB1st, post:2534, topic:30020”]

I need make client connection to the my DS as in HLDS or SRCDS(Controlled steamAuth).
Is it possible via this plugin or SteamSDK must be implemented for extending feature?

As of 4.22 you can set an ini var to use the steam authentication in your project without any plugins.

See here: https://docs.unrealengine.com/en-US/…eam/index.html

[quote=“, post:2535, topic:30020”]

As of 4.22 you can set an ini var to use the steam authentication in your project without any plugins.

See here: https://docs.unrealengine.com/en-US/…eam/index.html

It’s outdated info, must be deleted because it emit confusing for beginner developers/
such as 90% of all content about unreal engine in web [HR][/HR]
I put 4 *.dlls to engine(not to project), in this case SteamNetDriver works only for hosts where Steam services was installed.
But not for dedicated host(where steam installation is missing) => SteamApi always failed…

Why steam service must be installed on server side? And how I can run my app without preinstalled steam-service?!
And one… I can see my dedicated server (as spacewar/appid: 480) in steam LAN list, but can’t find this session from client and can’t see this in internet server browser. Is I need public IP address for this feature?

P.S. pls somebody edit/correct the guide for Steam OSS which link was posted above

](filedata/fetch?id=1772563&d=1591538901)

Hello there thank you for this amazing plugin first and foremost :slight_smile:

I’m trying to introduce VOIP into my game I tried to different things as you can see in the picure, I didn’t know that the local player num stands for is it the get local role ? also do they required to be called with an RPC if so which one ? I’ll attach also the pictures of the Default game and default engine in case those lines have to be in a certain order. Thanks in advance.



[quote=“Elfideo, post:2537, topic:30020”]

Hello there thank you for this amazing plugin first and foremost :slight_smile:

I’m trying to introduce VOIP into my game I tried to different things as you can see in the picure, I didn’t know that the local player num stands for is it the get local role ? also do they required to be called with an RPC if so which one ? I’ll attach also the pictures of the Default game and default engine in case those lines have to be in a certain order. Thanks in advance.

No need for an RPC, it is locally toggling the voice. Also local player num will always be 0 for normal networked enviroments. It is there for things like couch-coop online where you can have mutiple local players.

[quote=“, post:2538, topic:30020”]

No need for an RPC, it is locally toggling the voice. Also local player num will always be 0 for normal networked enviroments. It is there for things like couch-coop online where you can have mutiple local players.

Thank you so much for clarifying that to me, we tried the VOIP but it sounded very choppy and unclear, I didn’t know if it was because I set up something wrong, does it require any extra plugin like the regular online subsystem to work properly?

also should this thing be run through an authority check so that it always run on remote, and which class should it trigger it ( I had mine on the player controller ) Sorry for all the questions but I’m very new to multiplayer and I’m not finding a lot of documentation, outside of the great PDF from .

[quote=“Elfideo, post:2539, topic:30020”]

Thank you so much for clarifying that to me, we tried the VOIP but it sounded very choppy and unclear, I didn’t know if it was because I set up something wrong, does it require any extra plugin like the regular online subsystem to work properly?

also should this thing be run through an authority check so that it always run on remote, and which class should it trigger it ( I had mine on the player controller ) Sorry for all the questions but I’m very new to multiplayer and I’m not finding a lot of documentation, outside of the great PDF from .

Start/stop is client side.

And you may need to increase your client outbound bandwidth for voip to function correctly, default settings for bandwidth get saturated with the engine codec.

4.25 no working :confused:

Hi, has anyone managed to get Steam dedicated servers to work on 4.25.1? I have been trying to get it to work for some time but I can’t seem to find the server listed in the Steam Master Browser in the internet tab nor find the session using FindSessions.