Advanced Sessions Plugin

Tried packaging a game recently and although the message log states that the project packaged correctly, the final packaged folder has the binaries subfolder missing. Due to this, the .exe for the game just doesn’t do anything when executed.

This only happens when the Advanced Steam Sessions plugin is enabled.

[quote=“W_a_f_f_l_e_z, post:2730, topic:30020”]

Tried packaging a game recently and although the message log states that the project packaged correctly, the final packaged folder has the binaries subfolder missing. Due to this, the .exe for the game just doesn’t do anything when executed.

This only happens when the Advanced Steam Sessions plugin is enabled.

I have the same problem

[quote=“AlexSvarog, post:2731, topic:30020”]

I have the same problem

:confused: Still haven’t fixed it but If I find a solution, I’ll let you know.

[quote=“W_a_f_f_l_e_z, post:2732, topic:30020”]

:confused: Still haven’t fixed it but If I find a solution, I’ll let you know.

What engine version? and using the pre-built binaries i assume

[quote=“, post:2733, topic:30020”]

What engine version? and using the pre-built binaries i assume

My engine version is 4.26
And if I understand correctly (referring to the plugin), yes.

[quote=“W_a_f_f_l_e_z, post:2734, topic:30020”]

My engine version is 4.26
And if I understand correctly (referring to the plugin), yes.

Just realised I didn’t add a blank C++ file to my project to force it to compile.
I originally read the instructions wrong so didn’t realise until re-reading them now lol

Hello
i want to send the UniqueID from Server to Client but i get only the Client UniqueID to run but i want all UniqueIDs from Server and all Clients who are in the same Session. With the Server i get all UniqueIDs

Hey guys, I’m just getting desperate.
I’ve been trying to get advanced sessions to run for a while now and have noticed that it works when I start the game via the launch button in the editor.
However, it doesn’t work via the play button (nor PIE or standalone) or when I pack the game for distribution.
This is driving me crazy, does anyone know where my error lies? :confused:

[quote=“SteviPevi_TheOne, post:2737, topic:30020”]

Hey guys, I’m just getting desperate.
I’ve been trying to get advanced sessions to run for a while now and have noticed that it works when I start the game via the launch button in the editor.
However, it doesn’t work via the play button (nor PIE or standalone) or when I pack the game for distribution.
This is driving me crazy, does anyone know where my error lies? :confused:

That doesn’t have anything to do with AS, it doesn’t load the subsystems, you need to set your APP ID if you are using steam. Also in 4.25 there are some issues with the steam subsystem that some users have been running into.

Hey everyone,
I can’t seem to get the voice interface working - I keep getting the below error - how can I fix this?


AdvancedVoiceLog: Warning: Register Remote Talker couldn't get the voice interface!
AdvancedVoiceLog: Warning: Register Local Talker couldn't get the voice interface!
AdvancedVoiceLog: Warning: Start Networked Voice couldn't get the voice interface!

[quote=“4ugui, post:2155, topic:30020”]

Try to compile in Visual Studio 2017
if (UAdvancedSessionsLibrary::HasOnlineSubsystem(FName(TEXT(“Steam”))))
{
SteamIcon->SetVisibility(ESlateVisibility::Visible);
PlayerSteamName->SetVisibility(ESlateVisibility::Visible);
FString PlayerName;
UAdvancedSessionsLibrary::GetPlayerName(this->GetOwningPlayer(), PlayerName);
PlayerSteamName->SetText(FText::FromString(PlayerName));
FBPUniqueNetId UniqueNetId;
UAdvancedSessionsLibrary::GetUniqueNetID(this->GetOwningPlayer(), UniqueNetId);
EBlueprintAsyncResultSwitch Res;
UTexture2D* AvatarIcon = UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(UniqueNetId, Res, SteamAvatarSize::SteamAvatar_Medium);
SteamIcon->SetBrushFromTexture(AvatarIcon);
}

Got link errors:

Creating library C: est\FutureRPG\Intermediate\Build\Win64\UE4Editor\Development\FutureRPG\UE4Editor-FutureRPG.suppressed.lib and object C: est\FutureRPG\Intermediate\Build\Win64\UE4Editor\Development\FutureRPG\UE4Editor-FutureRPG.suppressed.exp
1>MainMenuWidget.cpp.obj : error LNK2019: unresolved external symbol “public: static class UTexture2D * __cdecl UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(struct FBPUniqueNetId,enum EBlueprintAsyncResultSwitch &,enum SteamAvatarSize)” (?GetSteamFriendAvatar@UAdvancedSteamFriendsLibrary@@SAPEAVUTexture2D@@UFBPUniqueNetId@@AEAW4EBlueprintAsyncResultSwitch@@W4SteamAvatarSize@@@Z) referenced in function “protected: virtual void __cdecl UMainMenuWidget::NativeConstruct(void)” (?NativeConstruct@UMainMenuWidget@@MEAAXXZ)
1>MainMenuWidget.cpp.obj : error LNK2019: unresolved external symbol “public: static void __cdecl UAdvancedSessionsLibrary::GetUniqueNetID(class APlayerController *,struct FBPUniqueNetId &)” (?GetUniqueNetID@UAdvancedSessionsLibrary@@SAXPEAVAPlayerController@@AEAUFBPUniqueNetId@@@Z) referenced in function “protected: virtual void __cdecl UMainMenuWidget::NativeConstruct(void)” (?NativeConstruct@UMainMenuWidget@@MEAAXXZ)
1>MainMenuWidget.cpp.obj : error LNK2019: unresolved external symbol “public: static void __cdecl UAdvancedSessionsLibrary::GetPlayerName(class APlayerController *,class FString &)” (?GetPlayerName@UAdvancedSessionsLibrary@@SAXPEAVAPlayerController@@AEAVFString@@@Z) referenced in function “protected: virtual void __cdecl UMainMenuWidget::NativeConstruct(void)” (?NativeConstruct@UMainMenuWidget@@MEAAXXZ)
1>MainMenuWidget.cpp.obj : error LNK2019: unresolved external symbol “public: static bool __cdecl UAdvancedSessionsLibrary::HasOnlineSubsystem(class FName)” (?HasOnlineSubsystem@UAdvancedSessionsLibrary@@SA_NVFName@@@Z) referenced in function “protected: virtual void __cdecl UMainMenuWidget::NativeConstruct(void)” (?NativeConstruct@UMainMenuWidget@@MEAAXXZ)
1>C: est\FutureRPG\Binaries\Win64\UE4Editor-FutureRPG.dll : fatal error LNK1120: 4 unresolved externals

My Build.cs
PrivateDependencyModuleNames.AddRange(new string]
{
“AdvancedSessions”,
“AdvancedSteamSessions”
});

What i miss?
Thank you!

Hello!
I have same issue, did u solve this problem?

[quote=“Gradess, post:2740, topic:30020”]

Hello!
I have same issue, did u solve this problem?

, how to use Advanced Sessions plugin in C++?
I added these lines in <MyProjectName>.Build.cs



PrivateDependencyModuleNames.AddRange(new string] { "AdvancedSessions", "AdvancedSteamSessions"});
PrivateIncludePathModuleNames.AddRange(new string] { "AdvancedSessions", "AdvancedSteamSessions"});


After that I can include classes from plugins, but when I call:



auto NetId = FBPUniqueNetId();
UAdvancedSessionsLibrary::GetUniqueNetID(PlayerController, NetId);


I got error:



unresolved external symbol "public: static void __cdecl UAdvancedSessionsLibrary::GetUniqueNetID(class APlayerController *,struct FBPUniqueNetId &)" (?GetUniqueNetID@UAdvancedSessionsLibrary@@SAXPEAVAPlayerController@@AEAUFBPUniqueNetId@@@Z) referenced in function "public: static bool __cdecl USessionHelper::IsSession(class UObject *)" (?IsSession@USessionHelper@@SA_NPEAVUObject@@@Z)


Did I miss something or maybe I did something wrong?

[quote=“Gradess, post:2741, topic:30020”]

, how to use Advanced Sessions plugin in C++?
I added these lines in <MyProjectName>.Build.cs



PrivateDependencyModuleNames.AddRange(new string] { "AdvancedSessions", "AdvancedSteamSessions"});
PrivateIncludePathModuleNames.AddRange(new string] { "AdvancedSessions", "AdvancedSteamSessions"});


After that I can include classes from plugins, but when I call:



auto NetId = FBPUniqueNetId();
UAdvancedSessionsLibrary::GetUniqueNetID(PlayerController, NetId);


I got error:



unresolved external symbol "public: static void __cdecl UAdvancedSessionsLibrary::GetUniqueNetID(class APlayerController *,struct FBPUniqueNetId &)" (?GetUniqueNetID@UAdvancedSessionsLibrary@@SAXPEAVAPlayerController@@AEAUFBPUniqueNetId@@@Z) referenced in function "public: static bool __cdecl USessionHelper::IsSession(class UObject *)" (?IsSession@USessionHelper@@SA_NPEAVUObject@@@Z)


Did I miss something or maybe I did something wrong?

Its not meant for c++, I don’t export the symbols. Most of the code is in Async blueprint nodes and what isn’t would be cleaner just directly done in code to begin with. The whole point of the plugin is to expose things that are already accessible in c++ to blueprints.

Hy everybody. I have a question about the Version 24.3. When i package the projekt i get an error on starting the .exe.

Error: LowLevelFatalError [File:Unknow] [Line:3134] Could not find SuperStruct OnSessionInviteAccepted to create OnSessionInviteAccepted

Altough the packging got throu without a problem…

Would be a very nice present for the end of the year if someone could help <3

[quote=“Nourim, post:2743, topic:30020”]

Hy everybody. I have a question about the Version 24.3. When i package the projekt i get an error on starting the .exe.

Error: LowLevelFatalError [File:Unknow] [Line:3134] Could not find SuperStruct OnSessionInviteAccepted to create OnSessionInviteAccepted

Altough the packging got throu without a problem…

Would be a very nice present for the end of the year if someone could help <3

Hy everybody please ignore my previews post :slight_smile:
I found a Soloution to get AdvancedSessions working in UE4 4.26

It seems like in the newer Verions (I have UE4.26):

  1. You have to install the Plugin only in the Engine Folder: UE_4.26\Engine\Plugins\AdvancedSessions
    There are the Folders “AdvancedSessions” & “AdvancedSteamSessions”
    Don’t install it on the Project Level

  2. To Test the Steam overlay or everything else Steam releated you have to package the game. The overlay will not showup in the Editor. Even if you start it in Standalone mode.
    I hope this will help any other Noops out there.

Hi everyone, how to find session on hosted dedicated server? (NON STEAM)
i want to find listen server on specific Internet IP.
any idea?

Hi,

I am trying to use it in plain new third-person project in Ubuntu 20.04 and can’t make this plugin be build by UE. When I start the project with plugins inside its root folder, UE asks me to rebuild it to which I say ‘yes please’ and moments later it throws an error saying ‘ProjectName still can’t be build’ and exits.

I use UE 4.24.3-0+++UE4+Release-4.24 version, plugin also of 4.24.3 version. I tried both from attached ZIP archive and also latest from plugins Git branch 4.24_locked.

In the log file I couldn’t find anything regarding plugins build.



LogInit: Warning: Incompatible or missing module: AdvancedSessions
LogInit: Warning: Incompatible or missing module: AdvancedSteamSessions
LogInit: Initializing SDL.
LogInit: Initialized SDL 2.0.10 revision: 12952 (hg-12952:bc90ce38f1e2) (compiled against 2.0.10)
LogInit: Using SDL video driver 'x11'
LogInit: Display metrics:
LogInit: PrimaryDisplayWidth: 1920
LogInit: PrimaryDisplayHeight: 1080
LogInit: PrimaryDisplayWorkAreaRect:
LogInit: Left=0, Top=0, Right=1920, Bottom=1040
LogInit: VirtualDisplayRect:
LogInit: Left=0, Top=0, Right=1920, Bottom=1040
LogInit: TitleSafePaddingSize: X=0.000 Y=0.000 Z=0.000 W=0.000
LogInit: ActionSafePaddingSize: X=0.000 Y=0.000 Z=0.000 W=0.000
LogInit: Number of monitors: 1
LogInit: Monitor 0
LogInit: Name: VG279QM 27"
LogInit: ID: display0
LogInit: NativeWidth: 1920
LogInit: NativeHeight: 1080
LogInit: bIsPrimary: true
Running /home/gnwoerk/Documents/UnrealEngine.4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe UE4Editor Development Linux -Progress -NoHotReloadFromIDE

Running Mono...

Fixing inconsistent case in filenames.
Setting up Mono
~/Documents/UnrealEngine.4.24/Engine ~/Documents/UnrealEngine.4.24/Engine/Binaries/Linux
Using 'git status' to determine working set for adaptive non-unity build (/home/gnwoerk/Documents/UnrealEngine.4.24).
@progress push 5%
@progress pop
Target is up to date
Total execution time: 1.16 seconds
LogInit: Warning: Still incompatible or missing module: AdvancedSessions
LogInit: Warning: Still incompatible or missing module: AdvancedSteamSessions
LogCore: Engine exit requested (reason: EngineExit() was called)

EDIT

Alright, I was able to solve the issue with rebuilding plugins manually and independently with RunUAT.sh. It works now when I run game as PIE, but UE4 throws an error when I try to pack the game:
LogPlayLevel: Error: ERROR: System.ArgumentException: An item with the same key has already been added. Key: AdvancedSessions.

It seems that independent build gave both plugins the same name.

[quote=“Nourim, post:2744, topic:30020”]

Hy everybody please ignore my previews post :slight_smile:
I found a Soloution to get AdvancedSessions working in UE4 4.26

It seems like in the newer Verions (I have UE4.26):

  1. You have to install the Plugin only in the Engine Folder: UE_4.26\Engine\Plugins\AdvancedSessions
    There are the Folders “AdvancedSessions” & “AdvancedSteamSessions”
    Don’t install it on the Project Level

  2. To Test the Steam overlay or everything else Steam releated you have to package the game. The overlay will not showup in the Editor. Even if you start it in Standalone mode.
    I hope this will help any other Noops out there.

Thx!! Do i have to change the BaseEngine in the engine folder? Or this i do only in my project folder?

2 Likes

When I am upgrading my project to 4.26 I unpacked the Advanced Sessions 4.26 as described on the front page but it still shows 4.25 when I go to the plugins list in the editor.

[quote=“Ryan87, post:2749, topic:30020”]

When I am upgrading my project to 4.26 I unpacked the Advanced Sessions 4.26 as described on the front page but it still shows 4.25 when I go to the plugins list in the editor.

4.25 works in both 4.25 and 4.26, there weren’t any source changes, its the correct build I just didn’t bother to edit the description before building out for 4.26.