I can see this issue has been posted a few times but for some reason, the solution isnāt clicking for me. I have a āPress Tabā scoreboard that pops up in my multiplayer game. Iām running a legit steam ID, and Iām trying to replicate the Avatar Images to clients from my player state. Iāve 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 everyoneās avatar as well?
I just have the scoreboard widget casting to the PS and grabbing the āSteamAvatarā Variable I created. Thanks!
I can see this issue has been posted a few times but for some reason, the solution isnāt clicking for me. I have a āPress Tabā scoreboard that pops up in my multiplayer game. Iām running a legit steam ID, and Iām trying to replicate the Avatar Images to clients from my player state. Iāve 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 everyoneās avatar as well?
I just have the scoreboard widget casting to the PS and grabbing the āSteamAvatarā Variable I created. Thanks!
Player controllers arenāt 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).
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 ākeyā 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. Iām 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 āshould advertiseā is checked when creating the session
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.
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 ?
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 youāll 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 Iām 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 wonāt appear in the match list, obviously because itās full. But I would like for the match to still pop up so I can show a status that itās full and the players are in-game. Mainly so it looks like people are actually playing on servers and the find match window isnāt completely empty. Do you know of an easy way to adjust this on your plugin? or is this an Unreal thing? I havenāt been able to get the full match to show on any projects. Thanks for all youāve done for us!
I have a question, and Iām 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 wonāt appear in the match list, obviously because itās full. But I would like for the match to still pop up so I can show a status that itās full and the players are in-game. Mainly so it looks like people are actually playing on servers and the find match window isnāt completely empty. Do you know of an easy way to adjust this on your plugin? or is this an Unreal thing? I havenāt been able to get the full match to show on any projects. Thanks for all youāve 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.
Player controllers arenāt 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.
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 thereā¦its not even executing on the clients.
Hey guys! Iām 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 clientās 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, itās 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 Iām not sure if this even related to bad sessions.
It only affects the game when running the steam subsystem.
Iāve tried everything I can think of. Iād be really thankful if someone could help me understand whatās happening/help me resolve the issue?
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
{