Advanced Sessions Plugin

Hello,

I was able to get my dedicated server (AppId 480) listed on steam. Unreal Engine Version 4.25.1 (source build for Dedicated server).

The Dedicated server build is running on a Dedicated Root-Server.

But My own InGame Browser does only find other SpaceWar servers not my own. So I cannot join my server

Is there something missing? Or how did others sloved the problem?

Hi,
I have a trouble, on version 4.25.1 after packaging game doesn`t open, I installed VS c++, game dev c++. tnx

[quote=ā€œVladencii, post:2567, topic:30020ā€]

Hi,
I have a trouble, on version 4.25.1 after packaging game doesn`t open, I installed VS c++, game dev c++. tnx

Have you checked the Log Files? is there an error message showing up?

Have you updatet your Advanced Sessions Plugin aswell?

I can see this issue has been posted a few times but for some reason, the solution isn’t clicking for me. I have a ā€œPress Tabā€ scoreboard that pops up in my multiplayer game. I’m running a legit steam ID, and I’m trying to replicate the Avatar Images to clients from my player state. I’ve been able to replicate everything else that I need for the scoreboard from the player state, but for some reason, the Get Steam Friend Avatar node is only showing the avatars on the server. Do I need to rig this up a different way in order for clients to see everyone’s avatar as well?

I just have the scoreboard widget casting to the PS and grabbing the ā€œSteamAvatarā€ Variable I created. Thanks!

[quote=ā€œksimpson1986, post:2571, topic:30020ā€]

I can see this issue has been posted a few times but for some reason, the solution isn’t clicking for me. I have a ā€œPress Tabā€ scoreboard that pops up in my multiplayer game. I’m running a legit steam ID, and I’m trying to replicate the Avatar Images to clients from my player state. I’ve been able to replicate everything else that I need for the scoreboard from the player state, but for some reason, the Get Steam Friend Avatar node is only showing the avatars on the server. Do I need to rig this up a different way in order for clients to see everyone’s avatar as well?

I just have the scoreboard widget casting to the PS and grabbing the ā€œSteamAvatarā€ Variable I created. Thanks!

Player controllers aren’t replicated to all clients, only the owning client and the server see the player controller.

You can get game state and the PlayerState array and get the unique net id from the player state instead, player states replicate to all connections (though with some delay).

[quote=ā€œSaphiGoat, post:2566, topic:30020ā€]

Hello,

I was able to get my dedicated server (AppId 480) listed on steam. Unreal Engine Version 4.25.1 (source build for Dedicated server).

The Dedicated server build is running on a Dedicated Root-Server.

But My own InGame Browser does only find other SpaceWar servers not my own. So I cannot join my server

Is there something missing? Or how did others sloved the problem?

When you host your server add a ā€œkeyā€ to the extra settings, Just pass a unique word/key or some text and when you search for your hosted games filter for that key. Then have only games with that key get added to your server list. I’m sure there are other ways of doing this but this way works for me until I get my own AppID. Also make sure you allow through your firewall, router etc. Make sure ā€œshould advertiseā€ is checked when creating the session

[quote=ā€œ, post:2540, topic:30020ā€]

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.

Thank you, so how would I go about increasing the bandwith, I saw this post but I just want to make sure I set up correctly https://answers.unrealengine.com/que…-of-setti.html

Also is there a way to modify some of the options of the session once it has already been created, say for instance I create a private session and after my friend has joined, I want to make it public, is that a possibility ?

[quote=ā€œElfideo, post:2574, topic:30020ā€]

Thank you, so how would I go about increasing the bandwith, I saw this post but I just want to make sure I set up correctly https://answers.unrealengine.com/que…-of-setti.html

Also is there a way to modify some of the options of the session once it has already been created, say for instance I create a private session and after my friend has joined, I want to make it public, is that a possibility ?

That post contains the values to tweak yes, the actual values you end up using though you’ll want to either calculate from outbound traffic on the clients end, or tweak iteratively.

And UpdateSession lets you change server broadcast properties post launch.

I have a question, and I’m not sure if this has to do with your plugin or the engine in general. When a match is full on its player limit, and i go to find a match, that full match won’t appear in the match list, obviously because it’s full. But I would like for the match to still pop up so I can show a status that it’s full and the players are in-game. Mainly so it looks like people are actually playing on servers and the find match window isn’t completely empty. Do you know of an easy way to adjust this on your plugin? or is this an Unreal thing? I haven’t been able to get the full match to show on any projects. Thanks for all you’ve done for us!

is there someway to pass the ā€œoptionsā€ string from the client to server for the login function included in any of this?

[quote=ā€œksimpson1986, post:2576, topic:30020ā€]

I have a question, and I’m not sure if this has to do with your plugin or the engine in general. When a match is full on its player limit, and i go to find a match, that full match won’t appear in the match list, obviously because it’s full. But I would like for the match to still pop up so I can show a status that it’s full and the players are in-game. Mainly so it looks like people are actually playing on servers and the find match window isn’t completely empty. Do you know of an easy way to adjust this on your plugin? or is this an Unreal thing? I haven’t been able to get the full match to show on any projects. Thanks for all you’ve done for us!

Its not the plugin, the steam lobby api filters out full lobbies from the RequestLobbyList call. If you were using dedicated servers it would return full servers, but the local client hosting for steam in ue4 uses steam lobbies.

[quote=ā€œ, post:2572, topic:30020ā€]

Player controllers aren’t replicated to all clients, only the owning client and the server see the player controller.

You can get game state and the PlayerState array and get the unique net id from the player state instead, player states replicate to all connections (though with some delay).

Thanks for the info! but for some reason now, the server side is only seeing the avatar to the client on BOTH server and client avatars. and of course, on client screen, nothing at all still. Was this what you were talking about? or is it a different setup? Thanks again for all your help.

[quote=ā€œksimpson1986, post:2579, topic:30020ā€]

Thanks for the info! but for some reason now, the server side is only seeing the avatar to the client on BOTH server and client avatars. and of course, on client screen, nothing at all still. Was this what you were talking about? or is it a different setup? Thanks again for all your help.

You are using a server sided RPC there…its not even executing on the clients.

Hey guys! I’m using v4.24 of the plugin and I am facing some serious issues with rejoining an existing session.
I am able to connect once to the listen server, but if I disconnect and try to reconnect I am unable to do so.

The logs host side show the following:

[QUOTE]
Join Request for user xxx
Join Succeeded for user xxx
LogNet::UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp. UChannel::CleanUp: ChIndex == 0. Closing connection. Channel::Close: Sending CloseBunch. ChIndex == 0.
LogOnline: STEAM: Removing P2P

Which essentially means that the client briefly connects to the host server, but then gets immediately disconnected.

And on the client’s side, after calling Join Session, It successfully connects to the host session, but I get a connection timeout error, probably during map travel.

After that, it’s basically impossible for me to join any other session from the client till i restart the game.
The same is also applicable on the host.

I am calling Destroy Session before every start host/join/search for hosts operation and even when I exit the game. So at this point I’m not sure if this even related to bad sessions.
It only affects the game when running the steam subsystem.

I’ve tried everything I can think of. I’d be really thankful if someone could help me understand what’s happening/help me resolve the issue?

1 Like

will this work on mobile devices? if so, what problems may arise during packaging?

So I’m using p4v and the client has an issue with loading the project and the AS module fails to load? Any suggestions?

Is the OverrideFailureDelegate available and if not, could this be added (or advise on how to add)?
https://docs.unrealengine.com/en-US/…eam/index.html

Thanks. The blueprint work has been very helpful so far.

Great plugin, easy to use an implement.
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[quote=ā€œCppGod, post:2582, topic:30020ā€]

will this work on mobile devices? if so, what problems may arise during packaging?

Should be none.

[quote=ā€œKabassmusic, post:2583, topic:30020ā€]

So I’m using p4v and the client has an issue with loading the project and the AS module fails to load? Any suggestions?

You are likely locking multiple files that get rebuilt with p4v.

[quote=ā€œpftq, post:2584, topic:30020ā€]

Is the OverrideFailureDelegate available and if not, could this be added (or advise on how to add)?
https://docs.unrealengine.com/en-US/…eam/index.html

Thanks. The blueprint work has been very helpful so far.

I'm looking into it actually, there are a lot of things that could be useful there, I would just have to make a new game instance class that extends the friends one to handle it.

NVM on that, forgot that just binding to it in general would cause default behavior to not fire, better to keep as a c++ bind if people want to do that.

How you would go about getting to it though is below


 FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
if (SteamSubsystem)
{
FOnlineAuthSteamUtilsPtr SteamAuthUtils = SteamSubsystem->GetAuthInterfaceUtils();

if (SteamAuthUtils.IsValid())
SteamAuthUtils.Get()->OnAuthenticationResultDelegate // BIND HERE TO YOUR FUNCTION
{