Hey! im having an issue where after a player quits a server (either host or listen client) when they attempt join or host a game, they end up on a black screen with no UI. from what i can understand their sessions are not actually being destroyed (i am calling destroy session though?). Have you guys come across this before or have an idea where i might be going wrong?
thanks, it were so
Hi ,
I donāt absolutely need this any time soon and Iām aware it doesnāt actually enable anticheat, but I noticed that the anticheat enabled boolean isnāt present on the Update Session node.
Also, it looks like āGet Session Settingsā isnāt working for me (the result doesnāt come out as success and all the values are 0). Is that the right way to get the current sessionās settings? Found your post from a while ago about this so Iām good on this point.
[QUOTE]
This is the correct behavior, when running non standalone with the editor ue4 makes its own session so that you can run clients on the editor. Get session settings only works with sessions hosted by the interface as it looks it up by name.
Iām having issues with packaging a project with this plugin, not sure if this is where to ask.
If I run the .uproject as a game, itāll open up just fine. But when I try to package the project to windows(64-bit) it will not open. The logs say something like
LogPluginManager: Error: Unable to load plugin āOnlineSubsystemSteamā. Aborting.
Is this due to the advanced sessions plugin or am i missing something?
[quote=āAlbaocram, post:2816, topic:30020ā]
Iām having issues with packaging a project with this plugin, not sure if this is where to ask.
If I run the .uproject as a game, itāll open up just fine. But when I try to package the project to windows(64-bit) it will not open. The logs say something like
LogPluginManager: Error: Unable to load plugin āOnlineSubsystemSteamā. Aborting.
Is this due to the advanced sessions plugin or am i missing something?
Not due specifically to the plugin no, OnlineSubsystemSteam is an engine module. Do you have the steam module disabled?
[quote=āNostrildumbass, post:2815, topic:30020ā]
Hi ,
I donāt absolutely need this any time soon and Iām aware it doesnāt actually enable anticheat, but I noticed that the anticheat enabled boolean isnāt present on the Update Session node.
Also, it looks like āGet Session Settingsā isnāt working for me (the result doesnāt come out as success and all the values are 0). Is that the right way to get the current sessionās settings? Found your post from a while ago about this so Iām good on this point.
Its not really supposed to āchange liveā, update sessions does pull the original session settings and only sets the ones that get changes. Is there a particular reason you want to live change anticheat enabled on an already active session? Normally that isnāt even possible with most anti cheats.
[quote=ā, post:2818, topic:30020ā]
Its not really supposed to āchange liveā, update sessions does pull the original session settings and only sets the ones that get changes. Is there a particular reason you want to live change anticheat enabled on an already active session? Normally that isnāt even possible with most anti cheats.
Hmm maybe Iām not understanding something. When the match ends and you want to start a new one (same map, for example), is update session not the appropriate thing to call? I thought the popup hint says anything you donāt set will be defaulted so be sure to set everything.
[quote=āNostrildumbass, post:2819, topic:30020ā]
Hmm maybe Iām not understanding something. When the match ends and you want to start a new one (same map, for example), is update session not the appropriate thing to call? I thought the popup hint says anything you donāt set will be defaulted so be sure to set everything.
If you are in the same session sure, but why would you be toggling anti cheat between maps?
Everything on the node is what would be default values, everything that isnāt on the node is copied from the current session settings, UpdateSessionSettings only changes those specific entries. The hint is warning you to fill out everthing that is on the node or whatever it is defaulted at will be its new value.
[quote=ā, post:2820, topic:30020ā]
If you are in the same session sure, but why would you be toggling anti cheat between maps?
Everything on the node is what would be default values, everything that isnāt on the node is copied from the current session settings, UpdateSessionSettings only changes those specific entries. The hint is warning you to fill out everthing that is on the node or whatever it is defaulted at will be its new value.
Awesome, ok, I agree I wouldnāt be switching anti-cheat between matches. I took the hint literally, thinking default would mean disabled (not whatās currently configured on the session). Thanks!
ld.lld: error: duplicate symbol: AAdvancedGameSession::AAdvancedGameSession(FObjectInitializer const&) on native bp. what do?
id (Multi:ASTC,DXT,ETC2)): ld.lld: error: duplicate symbol: AAdvancedGameSession::AAdvancedGameSession(FObjectInitializer const&)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): >>> defined at AdvancedGameSession.h:70 (E:/Documents\UnrealEngine\CrabSimulator\Plugins\AdvancedSessions\AdvancedSessions\Source\AdvancedSessions\Classes\AdvancedGameSession.h:70)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): >>> E:/Documents/UnrealEngine/CrabSimulator/Plugins/AdvancedSessions/AdvancedSessions/Intermediate/Build/Android/UE4/Shipping/AdvancedSessions/Module.AdvancedSessions.gen.1_of_2.cppa7.o:(AAdvancedGameSession::AAdvancedGameSession(FObjectInitializer const&))
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): >>> defined at AdvancedGameSession.h:70 (E:/Documents\UnrealEngine\CrabSimulator\Sourceā¦\Plugins\AdvancedSessions\AdvancedSessions\Source\AdvancedSessions\Classes\AdvancedGameSession.h:70)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): >>> E:/Documents/UnrealEngine/CrabSimulator/Intermediate/Plugins/NativizedAssets/Android/Game/Intermediate/Build/Android/UE4/Shipping/NativizedAssets/Module.NativizedAssets.5_of_13.cppa7.o:(.text._ZN20AAdvancedGameSessionC2ERK18FObjectInitializer+0x0)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):
Hello, I tried to follow the integration of the Steam overlay from different tutorials, but canāt get it to show. Here are the steps I did:
- Download last (4.26.1) version of advanced sessions.
- Create blank 3rd person project
- Add Plugin to both engine and project
- Restart UE, activate Both AdvancedSession & AdvancedSteamSession, and restart again
- Check that iām in Developement build
- Check that steam is launched and running on my local pc
- Check that I added the config in DefaultEngine.ini (from Online Subsystem Steam | Unreal Engine Documentation)
- Launch in Standalone Mode
What did I do wrong here ?
[quote=āPouia_Pouia, post:2825, topic:30020ā]
Hello, I tried to follow the integration of the Steam overlay from different tutorials, but canāt get it to show. Here are the steps I did:
- Download last (4.26.1) version of advanced sessions.
- Create blank 3rd person project
- Add Plugin to both engine and project
- Restart UE, activate Both AdvancedSession & AdvancedSteamSession, and restart again
- Check that iām in Developement build
- Check that steam is launched and running on my local pc
- Check that I added the config in DefaultEngine.ini (from Online Subsystem Steam Interface in Unreal Engine | Unreal Engine 5.2 Documentation)
- Launch in Standalone Mode
What did I do wrong here ?
Check your log, it should state if steam had to shut down
In the logs this seems to be the error:
LogSteamShared: Display: Loading Steam SDK 1.47
LogSteamShared: Steam SDK Loaded!
LogOnline: OSS: Creating online subsystem instance for: Steam
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: OSS: Unable to create OnlineSubsystem module Steam
No sure what to do with this ^^
[quote=āPouia_Pouia, post:2827, topic:30020ā]
In the logs this seems to be the error:
LogSteamShared: Display: Loading Steam SDK 1.47
LogSteamShared: Steam SDK Loaded!
LogOnline: OSS: Creating online subsystem instance for: Steam
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: OSS: Unable to create OnlineSubsystem module Steam
No sure what to do with this ^^
Try:
YOURGAME\Binaries\Win64\ Create a new text file and call it: steam_appid.txt
Open the file and write 480 and save
Yep already tried that, altough I had to create the folders by hand.
It is supposed to work when I launch it through āPlay->Standalone Gameā right ?
[quote=āPouia_Pouia, post:2829, topic:30020ā]
Yep already tried that, altough I had to create the folders by hand.
It is supposed to work when I launch it through āPlay->Standalone Gameā right ?
Actually Iām not so sure mine works that way, I think I actually have to package and launch the packaged exe, have you tried that?
Ok it worked when I package the project. So I guess the tutorial video showing it with the Standalone Game is outdated.
Thanks a lot
Hello.
I have problems finding my dedicated server from ingame browser.
So I have built a dedicated server and its running. I can see it in the steam server browser under the lan tab. I also can connect to the server using āopen steam.SERVER_IDā.
I have a ingame server browser but here is the problem, that It does not find the server.
I used the find sessions advanced node but on success the returned array lenght is 0.
I have connected the player controller, using results at 99, tested with use lan true/false, server type to search is dedicated servers only. I leave the other options as default.
Why does the node not find my server?
edit
I forgot. For testing I am on Windows with both, the dedicated server and the client. I am using the source build from epic 4.26.2
Iām getting this error when I try to launch my packaged game.
LogPluginManager: Error: Unable to load plugin āOnlineSubsystemSteamā. Aborting.
Does anyone know whatās wrong?