[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.
- 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.