is there plugin for 4.9.1? it says plugin needs to be recompiled
[QUOTE=OnlyHorrorOnlyHardcore;411707]
is there plugin for 4.9.1? it says plugin needs to be recompiled
4.9.2 is the 4.9 branch currently, youād have to recompile if you are still on 4.9.1, I would suggest updating though and .2 is bug fixes.
[QUOTE=;412240]
4.9.2 is the 4.9 branch currently, youād have to recompile if you are still on 4.9.1, I would suggest updating though and .2 is bug fixes.
but i have 4.9.1 version compiled with nvidia technologies like hairworks, wave works etc.
[QUOTE=OnlyHorrorOnlyHardcore;412252]
but i have 4.9.1 version compiled with nvidia technologies like hairworks, wave works etc.
Well if you managed to do that then recompiling the plugin shouldnāt be a problem :p, just let it compile. You have all of the source to the plugin packaged with it.
[QUOTE=;412318]
Well if you managed to do that then recompiling the plugin shouldnāt be a problem :p, just let it compile. You have all of the source to the plugin packaged with it.
i only compiled engine. Well how do i compile then, execute AdvancedSessions.Build file?
? answer yes when it asks to recompile or launch from the IDE
Iād like to work on this on my MacBook when Iām not at my PC, so Iām using the Git plugin. However, when I try to open a clone of my project I get:
The plugin is there. I even re-downloaded to make sure nothing got lost via the .gitignore. Has anyone ran into anything like this?
[QUOTE=ckj;416989]
Iād like to work on this on my MacBook when Iām not at my PC, so Iām using the Git plugin. However, when I try to open a clone of my project I get:
The plugin is there. I even re-downloaded to make sure nothing got lost via the .gitignore. Has anyone ran into anything like this?
I am guessing the ācodeā on a mac is different so you would need to do whatever is necessary to get it into the c compiler for mac and make any needed changesā¦ dunno though. I have a mac that is sitting in a corner and have thought about using it so I can make for PC and MAC, but I ran into this and havenāt had time to figure out the mac C++ stuff.
[QUOTE=anonymous_user_ebed1c7copa;416997]
I am guessing the ācodeā on a mac is different so you would need to do whatever is necessary to get it into the c compiler for mac and make any needed changesā¦ dunno though. I have a mac that is sitting in a corner and have thought about using it so I can make for PC and MAC, but I ran into this and havenāt had time to figure out the mac C++ stuff.
I had a feeling this might be the case. This is currently a blueprints only project (as Iām following your tutorial, @arbopa ;)), even on PC. Iām not sure how to build/compile a project from Xcode/VisStudio without creating it as a C++ project to begin with. For whatever reason Iām not able to put together a Google search string that nets any useful results.
[QUOTE=ckj;417005]
I had a feeling this might be the case. This is currently a blueprints only project (as Iām following your tutorial, @arbopa ;)), even on PC. Iām not sure how to build/compile a project from Xcode/VisStudio without creating it as a C++ project to begin with. For whatever reason Iām not able to put together a Google search string that nets any useful results.
If you ever figure it out, let me know, I know zip about developing on a macā¦ and honestly mine is sitting in a corner because I upgraded to Yosemitie and it seems slow as a dog to do anything anymoreā¦ actually considered wiping it clean for a version of linux.
Hey, I love this plugin it has saved me a lot of time and youāre definitely getting a special mention in our game i cannot however figure out how to update ping for the person browsing or show how many players are actually in game. Any tips ? i have tried using the update session node but then the game wont show up at all in the serverlist.
[QUOTE=DwunkyPengy;417265]
Hey, I love this plugin it has saved me a lot of time and youāre definitely getting a special mention in our game i cannot however figure out how to update ping for the person browsing or show how many players are actually in game. Any tips ? i have tried using the update session node but then the game wont show up at all in the serverlist.
Ping and players doesnāt have anything to do with this plugin. You want to create a variable, say āThis_Sessionā of type BlueprintSessionResult, set it from the Array Element of your ForEachLoop of the array of sessions you found (hopefully this makes sense)ā¦ Your āfoundsessionsā array of blueprintsessionresultsās comeās off of your āFind Session Advancedāā¦
Using your This_Session you can 'Get Current Players", āGetMaxPlayersā and āGet Ping in MSā ā¦ all return an INT with the info. You need to build that into your server list.
[QUOTE=arbopa;417273]
Ping and players doesnāt have anything to do with this plugin. You want to create a variable, say āThis_Sessionā of type BlueprintSessionResult, set it from the Array Element of your ForEachLoop of the array of sessions you found (hopefully this makes sense)ā¦ Your āfoundsessionsā array of blueprintsessionresultsās comeās off of your āFind Session Advancedāā¦
Using your This_Session you can 'Get Current Players", āGetMaxPlayersā and āGet Ping in MSā ā¦ all return an INT with the info. You need to build that into your server list.
Yeah, you could technically do it with the plugin but using the default functions is better as they already store the information and have functions dedicated to it, I tried to leave Epics implementations intact as the defaults where possible. As for it leaving the server list when you update, what version are you on? I fixed that on the plugin in 4.9 I believe, it forgot to pass in the game ID with the update command initially.
Edit Yeah this update message fixed that problem: 09/03/2015- Updated the 4.9 download, this version fixes the UpdateSession BP Node - 4.8 not updated, will be updated if requested only.
I then ended up updating the 4.8 branch on: 09/14/2015- Updated 4.8 download as it was requested.
So if you have an older version of the plugin it may be bugged still.
[QUOTE=ckj;416989]
Iād like to work on this on my MacBook when Iām not at my PC, so Iām using the Git plugin. However, when I try to open a clone of my project I get:
The plugin is there. I even re-downloaded to make sure nothing got lost via the .gitignore. Has anyone ran into anything like this?
I donāt own a Mac and so I canāt compile the plugin for one, none of the .dlls will be compatible with a mac without recompilation as they donāt even use .dlls. If you are working from a windows machine on the editor I believe that building the game FOR mac should still work however, but I cannot test.
Ok cool, it is most likely just a bug than, im in 4.8 but ill convert to 4.9 and see if i have the same issues thanks
[QUOTE=DwunkyPengy;417751]
Ok cool, it is most likely just a bug than, im in 4.8 but ill convert to 4.9 and see if i have the same issues thanks
I fixed it for 4.8 as well, but if your version of the plugin is old enough it wonāt have the fix.
Compiling the plugin for 4.10, there appears to be massive problems with batch building and running more than one build type after each other with Visual Studio 2015 so itās taking awhile as I have to clean the binaries after each compile.
Edit 4.10 download is up
[QUOTE=;418298]
Compiling the plugin for 4.10, there appears to be massive problems with batch building and running more than one build type after each other with Visual Studio 2015 so itās taking awhile as I have to clean the binaries after each compile.
Edit 4.10 download is up
Awesome, thanks.
Hey, yeah I had just re downloaded your plugin for 4.8 and it works very well pingās still 9999 but thatās a separate problem thanks for the plugin, itās saving me a lot of time!
wow, first time i will use a plugin, was expecting to make game in blueprint only but it seem we cant do it yet, very nice job because now its probably possible
the node āGet Session Settingsā always execute āOn failureā pin
any idea how to fix this?