At the moment I face sporadically problems with client player state. Sometimes after running`a steam game and ServerTravel from Lobby-Level to Gameplay-Level, the Client get not player state assigned. I see it clearly in the logs because the client who has no playerstate fires not the begin play of playerstate and also when check for valid playerstate in player controller, it get the result player state is not valid. Also seconds after servertravel to new map.
Somebody had a “random” issue like that before?
It seems working fine on my local machine on stand alone testing in two instances. But get the strange behavior often after publish the game to steam and then use real steam clients and do the servertravel.
Sounds like you aren’t waiting around for the player state to actually replicate down before checking it? I had to add an event to my VR plugin character that fires off for the BP users when the player state finished replicating because there is no default such thing for BP users by default.
Sounds like you aren’t waiting around for the player state to actually replicate down before checking it? I had to add an event to my VR plugin character that fires off for the BP users when the player state finished replicating because there is no default such thing for BP users by default.
Yes, that’s the first thing I read as advise also in threads and gotin UE4 slackers. But I look on “valid check” for 15 seconds, at player state is invalid when this “strange behavior” occur. So I think it will never be valid. Also I make log output at player state begin play, which also is seen on server when the “strange behavior” occur. I am still searching. Really wired.
Edit: Also made VeryVErbose log for LogNetPackageMap which clearly shows my that Client is not having any playerstate generated after servertravel. Only on Server I see it correctly generated. But I do not get the point what prevents a client (or server?) to get the player state generated.
Hello .
I have been using your plugin for a long time - this is a salvation for those who do not know c ++. I recently decided to test the multiplayer work of my project in real conditions, and therefore I had to connect the steam api. And unfortunately, no matter how much I tried, I still couldn’t find another session (one region, 0 result).
So I decided to check out a clean project, and found a rather strange bug. I am using 4.25.4.
I added the plugin to the project, the necessary lines in DefauldEngine and created a widget in which the search \ creation of sessions occurs.
And when I did the development build, the packaged project just didn’t start. No crash, any warnings, just won’t start. I accidentally discovered that if you enable Steam Sockets in the plugins list, the project will start, but the session was not created correctly. The session is created, a new level opens, and immediately returns back to the menu.
This is strange because in the main project I have no such errors and there is no need for Steam Sockets.
Link to project files. https://drive.google.com/file/d/1GMK…ew?usp=sharing
I disabled the plugin and replaced all the nodes with the default creation / search for sessions in my main project and we were able to connect via the Internet with the steam api. I think the problem is still in the plugin for 4.25. And it’s strange that version 4.24 is indicated in the plugin description.
I disabled the plugin and replaced all the nodes with the default creation / search for sessions in my main project and we were able to connect via the Internet with the steam api. I think the problem is still in the plugin for 4.25. And it’s strange that version 4.24 is indicated in the plugin description.
There were no plugin changes from 4.24 to 4.25, that would be why.
As for the rest, did your log output anything when the session wasn’t hosting? There are people using those side by side currently.
The project not starting would be a configuration issue on your end, can’t debug that from no further info.
There were no plugin changes from 4.24 to 4.25, that would be why.
As for the rest, did your log output anything when the session wasn’t hosting? There are people using those side by side currently.
The project not starting would be a configuration issue on your end, can’t debug that from no further info.
Oh, I didn’t think to look / send the logs right away. We did another test and this is what we have.
It can be seen that he finds “some” 50 lobby and enumerates them with key errors. There might be some problem with the initialization. I have not looked at the log files of a network project before, so I don’t know if this is considered normal.
And there may also be a problem in Extra Settings, maybe there are some key names that can only be used (Map name, game mode). I heard something about this, but I did not see the official answer and the list of these keys.
Oh, I didn’t think to look / send the logs right away. We did another test and this is what we have.
It can be seen that he finds “some” 50 lobby and enumerates them with key errors. There might be some problem with the initialization. I have not looked at the log files of a network project before, so I don’t know if this is considered normal.
And there may also be a problem in Extra Settings, maybe there are some key names that can only be used (Map name, game mode). I heard something about this, but I did not see the official answer and the list of these keys.
You are using appID480 still while trying to test steam auth?
Its getting invalid keys because it is finding and throwing out lobbies from every other developer using the test AppID (480). At this point in the development you really need to get your own app id.
You are using appID480 still while trying to test steam auth?
Its getting invalid keys because it is finding and throwing out lobbies from every other developer using the test AppID (480). At this point in the development you really need to get your own app id.
Didn’t know about it, thought AppID was needed just before uploading to Steam. Then that explains everything. Thanks a lot .
Hi. First of all, i want to thank you for this nice plugin.
Is it possible to get session information directly if ip of the server is known?
I’m developing an online game for mobile devices. As far as i figuried it out, in case of using OnlineSubsystemNull the system should have Matchmaking Server, Master Server, Game Server and act like the following:
Players connect to Matchmaking Server directly by “open IP” when they want to play. In its simpliest form the server should be able to form player queues and run Game Server where the actual game happens.
Game Server is launched by runinng executable. It provides game session and sends a request to the Master Server to be registered (by using VaRest plugin).
Master Server has a database with ip addresses available. I hope Node.js server is right choise for this purpose.
Matchmaking Server requests ip from Master Server and sends it to a group of playes so they can connect there directly by “open IP”. But how can i retrieve session information from the server with certain ip to be shure that this server is desirable, there are no players yet and etc? Matchmaking Server now is planned to be a regular UE dedicated server.
P.S. It’s my first experience in multiplayer games, so any advices and recommendations are appreciated.
@****I read here that there is no change from 4.24 to 4.25, so then it would be possible to compile it the same way? no need to change any of the build files or .H files?
@****I read here that there is no change from 4.24 to 4.25, so then it would be possible to compile it the same way? no need to change any of the build files or .H files?
Actually I did forget that there was one small change in two files.
How exactly i fix this issue " Start Networked Voice couldn’t get the voice interface "
I do setup game instance and etc . Registered local or remote users aswell . But when i trigger start networked voice via blueprint i get this warning message and seems voice not working .
How exactly i fix this issue " Start Networked Voice couldn’t get the voice interface "
I do setup game instance and etc . Registered local or remote users aswell . But when i trigger start networked voice via blueprint i get this warning message and seems voice not working .
You don’t need to touch the registration functions unless you want to unregister someone at some point. Players are automatically registered for voice in engine.
And if start networked voice can’t get the voice interface then you likely aren’t on a compatible platform for the default VOIP or have overriden it.
You don’t need to touch the registration functions unless you want to unregister someone at some point. Players are automatically registered for voice in engine.
And if start networked voice can’t get the voice interface then you likely aren’t on a compatible platform for the default VOIP or have overriden it.