Advanced Sessions Plugin

[quote=“GeoBoyka, post:2709, topic:30020”]

Also have been tried 4.25 aswell on epic game launcher version , its exactly same tho

You have voice enabled in config settings? IE:


[Voice]
bEnabled=true

[OnlineSubsystem]
bHasVoiceEnabled=true
DefaultPlatformService=Steam

[quote=“, post:2710, topic:30020”]

You have voice enabled in config settings? IE:


[Voice]
bEnabled=true

[OnlineSubsystem]
bHasVoiceEnabled=true
DefaultPlatformService=Steam

Yes exactly but do i need to use steam for voice chat ?

thanx for answering my questions and trying to help me about inside discord. First of all i am impressed about having conversation with u . Also my problem has been fixed by verifying engine files idk what was wrong but it works now. Ty alot again.

Hey, could someone tell me if it’s even possible to connect to server which is on Spacewar and not on my own steam app? I tried for some time now but i can’t find my server with find session and joining through steam friends list on my other pc doesn’t work either. When I tried LAN it showed me my server but it had 9999 ping which I know is a bug in this plugin but is it possible to join it? I can’t join any way when connected to steam. Would appreciate if someone could help me figure this out.

[quote=“Sarethh, post:2713, topic:30020”]

Hey, could someone tell me if it’s even possible to connect to server which is on Spacewar and not on my own steam app? I tried for some time now but i can’t find my server with find session and joining through steam friends list on my other pc doesn’t work either. When I tried LAN it showed me my server but it had 9999 ping which I know is a bug in this plugin but is it possible to join it? I can’t join any way when connected to steam. Would appreciate if someone could help me figure this out.

Yes it is entirely possible, also the ping isn’t a bug “with this plugin”, ping isn’t provided for steam lobbies, if you implement the in engine steam authentication setup they added in 4.23 or 4.24 they obtain the ping during the authentication process.

Joining through friends won’t work if the account doesn’t “own” the game, and you won’t be able to find your server on the same PC.

Ohh ok I though the ping was a bug because I saw that somewhere, thanks for explaining that. About second thing by “own” the game you mean installing Spacewar normally first right? When I start my game it’s showing as Spacewar on steam and I thought that was enough for the servers to work. I hosted the server on another PC with different steam account so I could send myself an invite but sill had no luck connecting to it.

Hey, I just wanted to know if this is possible or not as I am struggling to get it working. I am trying to make a wrapper for some of the methods in C++ but when I try to use


CreateAdvancedSession

in my Class it is telling me that it can’t find the implementation. I did open


UCreateSessionCallbackProxyAdvanced

and it does look like


CreateAdvancedSession 

is private but IntelliSense is telling me otherwise. Regardless of that, I just wanted to know if it was ever intended to be used via C++ as well.

[quote=“Boowman, post:2716, topic:30020”]

Regardless of that, I just wanted to know if it was ever intended to be used via C++ as well.

No, its pointless to use it in c++, you are trying to call an async Blueprint node in c++, you should be using native c++ async workflows and directly calling API functions. The plugin exposes things to blueprints that were c++ only before, turning around and trying to use the blueprint implementations of things that are already in c++ is backwards.

[quote=“MC1RScorpion, post:2647, topic:30020”]

Hey, I was wondering if you have a follow up on this attempt to share, @thejturner ?

If anyone else has any advice for running Advanced Sessions on a Mac, I’d like to hear it.

Cheers.

I didn’t have any luck building it for the Mac. Since then I’ve just been using the default session system and connecting clients directly over IP.

[quote=“Zaggoth, post:2617, topic:30020”]

Try the console command


net.MaxPlayersOverride 16

Or whatever number you want. See if that fixes your issue. Fixed it for me.

Thank you, I took a small break from developing and now I’m back at it. I will test this out soon! Thanks Again

I have a problem trying to enable voice. I have configured the configuration file according to the settings you said. Set it to false in push to talk. Packed it up and ran the game on two computers. As a result, all the sound effects in the game were cleared, but no voice was heard. Does ue4.25 not support this voice system?

[quote=“Zzwel, post:2720, topic:30020”]

I have a problem trying to enable voice. I have configured the configuration file according to the settings you said. Set it to false in push to talk. Packed it up and ran the game on two computers. As a result, all the sound effects in the game were cleared, but no voice was heard. Does ue4.25 not support this voice system?

It IS ue4’s voice system, the plugin only calls c++ functions on the back end that normally aren’t exposed to blueprints. If it was breaking in multiplayer then you had network saturation, ue4 is running their default VOIP through the normal packet system so it counts towards client bandwidth, you would have to raise the client bandwidth from defaults usually.

You can also test that its picking things up with OSS.VoiceLoopback 1 to have it locally play back the voice.

Put up the 4.26 pre-packaged binaries, 4.25 and 4.26 didn’t not require source changes so there is no new branch, master works for both.

[quote=“, post:2721, topic:30020”]

It IS ue4’s voice system, the plugin only calls c++ functions on the back end that normally aren’t exposed to blueprints. If it was breaking in multiplayer then you had network saturation, ue4 is running their default VOIP through the normal packet system so it counts towards client bandwidth, you would have to raise the client bandwidth from defaults usually.

You can also test that its picking things up with OSS.VoiceLoopback 1 to have it locally play back the voice.

Thank you for your help. I have read a lot of your replies about VR development and respect you very much.I’ve found the cause of my problem.UE4.25 Added a noise gate to outgoing VoIP audio that can be controlled with the CVAR voice.MicNoiseGateThreshold.Its default value is so high that it will be mute without setting it.Thank you again.

I want to know why my friend right-click to join the game but won’t enter the room. If you click join outside the game, it will open the game and won’t join. If you click in the game to join the game, there is no response.
2. Information about you before “I want to know why my friend right-click to join the game but won’t enter the room. If you click join outside the game, it will open the game and won’t join. If you click in the game to join the game, there is no response.” How do I verify to get Ping? Which blueprint node to use?

I have been using UE 4.25.3. I added plugins to the engine. I added the .ini config to a couple of projects (one with an almost empty project and the other one is a big one). In the almost empty one, I can reach steam overlay with no issue but with the complex one.
I receive ‘LogSteamShared: Warning: SteamAPI failed to initialize, conditions not met.’ when I open the big project in the engine. Naturally packaging it doesn’t change anything. I don’t understand why conditions are not met in my real project but works just fine with the dummy one. Any ideas anyone?

Hello,
i setup this Plugin and made a Lobby now i have a Problem if i join to a lobby i dont have a GameMode only the host have a GameMode i set the GameMode in ProjectSettings and WorldSettings


https://forums.unrealengine.com/core/image/gif;base64

[quote=“Nukerbinary, post:2725, topic:30020”]

I have been using UE 4.25.3. I added plugins to the engine. I added the .ini config to a couple of projects (one with an almost empty project and the other one is a big one). In the almost empty one, I can reach steam overlay with no issue but with the complex one.
I receive ‘LogSteamShared: Warning: SteamAPI failed to initialize, conditions not met.’ when I open the big project in the engine. Naturally packaging it doesn’t change anything. I don’t understand why conditions are not met in my real project but works just fine with the dummy one. Any ideas anyone?

I’ve seen complaints about 4.25 and steam not always loading correctly, however I have never had the issue myself so can’t really provide a solid answer.

[quote=“Tryto1, post:2726, topic:30020”]

Hello,
i setup this Plugin and made a Lobby now i have a Problem if i join to a lobby i dont have a GameMode only the host have a GameMode i set the GameMode in ProjectSettings and WorldSettings​

You may want to read up on the engine network documentation, GameMode isn’t a replicated class and it only exists on the servers end.

You may want to read up on the engine network documentation, GameMode isn’t a replicated class and it only exists on the servers end.

Ahh okay this makes sense but how I can use a function from there I have in my game mode a function “UpdateServer” this function reload the player list in my session

[QUOTE]

Ahh okay this makes sense but how I can use a function from there I have in my game mode a function “UpdateServer” this function reload the player list in my session

You can call that on the server side, just not on the client.