Advanced Sessions Plugin

Its the same subsystem with no changes in ue5, they had no real need to make changes there.

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When I install it following this tutorial Steam Multiplayer - Advanced Steam Session - Unreal Engine - YouTube it first asks me for rebuilding the plugin, and afterwards it says it can’t that I should rebuild them manually, ( the plugins )… All of this with 5.0 sorry I tend to not use plugins and my knowledge of them is not the best.

Will, there be a version for UE5

There already is a repository branch for ue5, I generally don’t precompile for preview and EA builds of the engine, but considering how long term and unpatched ue5 EA is looking to be I may do it.

I tested UE5 MP With steam sessions, with some file that someone ( I don’t remember who ) here in this forums area posted and it seem to work more or less, I will try more on it.

Hi

When I package game with Advanced Session plugin the doesn’t start
I get this error - LogPluginManager: Error: Unable to load plugin ‘SteamShared’. Aborting.

Ho can I fix it?

Hey guys!
I want to check if the match has started.
Players must not enter the game when the game has already started.
Any ideas?

I found solution, but I still don’t understand how to do it.
https://answers.unrealengine.com/questions/905823/how-to-check-if-the-match-has-started-before-joini.html

I upgraded my project to UE4.27 and used the 4.27-Port branch, however it’s not possible to create a Steam session
STEAM: Failed to initialize game server with Steam! shows up in the logs.
Does anyone else have this problem?

Okay. After digging through the 2,700+ comments, I have figured out how to use the Advanced Voice library. But now I have another problem thats a bit weird.

If a game is started from a lobby level that uses servertravel, the Client is unable to Mute players due to the Gamestate not updating the existence of that player controller. (Not sure if this is true, just guessing. )

But if a player joins mid session, that Client can Mute other players no problem. I’m a bit stuck here because I’m not quite sure why this is happening.

Here is the code to Mute a player with a button that is inside of a Player List. This is correct right?

EDIT: After some print string tests with the Player Array, Player ID, and Unique Net ID; All of them are printing correctly. This is not helping me nail down the problem. There aren’t any error logs either. :weary:

EDIT 2: Hooked up a branch to Mute Remote Talker and it fails on the Client, But only when traveling from the Lobby. Does the Client think the Server is local? Local Number of Talkers still says 1.

Alright I figured it out. Had to find out how to sort that random Player Array properly. But it works now in a packaged game.

Hey, are the “Results” from FindSessionsAdvanced populated over time? I digged a little in FindSessionsCallbackProxyAdvanced and it seems that the Results are returned either OnSuccess or OnFailure. Is it right? Should I get the current results with SearchObject->SearchResults?
(I want to populate the server list at the same time its finding sessions)

[quote=“Widzo, post:2930, topic:30020”]
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On the back end (steam) its populated over time, however the BP return is all at once, same as the built in engine node.

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Thanks, do you know which c++ variable / function I should use to retrieve this list generated over time?

Edit: Just got it working by using SearchObject->SearchResults, which now populate the output Results every x seconds :smiley:

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How can I use “find sessions advanced” to join an independent server that knows the IP address and port? Or use other blueprints? thank you

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Does this plugin work for 4 platform?

It doesn’t require steam, it uses whatever subsystem is currently active, that said has its own setup and requires a developer kit to test on.

It shouldn’t have any issues as far as if they have a full subsystem or not.

Quick question guys, I managed to make this working on two different computers using packaged build for server and client, thanks a lot for this plugin actually means a lot!!

My quick question is:

Imagine the source code of the project is on github if I clone the repo to two computers and launch the server on computer A, can I then launch a client using the right mouse button on the uproject and select launch and play connected to the server?

I believe I can’t, I get errors on logs stating that the versions mismatch.
It seems that the version on the client is 0x000000.

Do I really need to package everytime to test the gameplay on a different client machine?
The above method works if I launch the server on machine A and connect the client (using launch context menu on uproject) on the same machine A.

If someone could answer me if this is normal I would really appreciate!
Thank you so much in advance!

My bad. For years I did always believe it is only supporting Steam integration.
To your answer, does that means it support also EOS?

Anyone else having issues with find sessions advanced? It works just fine testing offline with NULL subsystem but, when used in steam it cannot find any sessions. No idea why. I can find sessions when using the regular find sessions node though. I’ve tried both find session nodes at the same time and the find sessions advanced always returns 0 while the regular one returns the correct amount.