I haven’t used it personally so no, but there are plenty of EOS tutorials around.
@mordentrail. Little late but heres the Debug Log.
And steam is installed on this computer? And you didn’t replace the steam sdk in engine? Its failing to bind to the delegate in the Steam API.
Steam is running, and I haven’t changed anything regarding the engine.
I’m using advanced sessions for UE 5.3 in a published game. It works for majority of players but a rare few seem to have issue with connecting to the session. I managed to get logs from an affected player which is giving the error below when trying to join session.
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver SteamNetDriver_2147446005
This seems a bit vague in what the issue is. From what I can see, it is refusing the connection entirely. From my understanding, it seems to be an issue with a person’s computer/internet and not with the game. Anyone know any more information on what this error could mean?
Hey there! I’ve been using this plugin for a week or two and at first it worked really well.
But now I’m running into an issue where trying to package the project fails with errors like this:
UATHelper: Packaging (Windows): LogLinker: Warning: [AssetLog] C:\UnrealProj\MyProj\Content\MyProj\Core\Blueprints\MyProjGameInstance.uasset: VerifyImport: Failed to find script package for import object ‘Package /Script/AdvancedSteamSessions’
UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin no longer exists on node RequestSteamFriendInfo . Please refresh node or break links to remove pin. from Source: /Game/MyProj/Core/Blueprints/MyProjGameInstance.MyProjGameInstance
UATHelper: Packaging (Windows): LogBlueprint: Error: [Compiler] In use pin no longer exists on node RequestSteamFriendInfo . Please refresh node or break links to remove pin. from Source: /Game/MyProj/Core/Blueprints/MyProjGameInstance.MyProjGameInstance
UA
After attempting a build, all the blueprint nodes related to AdvancedSessions turn red and show as “unknown function”
Strangely - the project DOES build, unless I add a reference to MyProjGameInstance (which is a subclass of AdvancedFriendsGameInstance) from various other blueprints.
Any ideas?
I read that in 5.4 they fixed the problem with steam. Can you tell me if steam sockets with advanced session work in 5.4?
To follow up on my question:
I solved this by editing AdvancedSettings.uplugin to use LoadingPhase:Predefault instead of Default.
The current uplugin is already pre-default
Are these events broken? they no longer seem to get called. I’m on engine version 5.3.2.
Do I need to update the engine and plugin?
Thanks.
Accepted gets called, so long as you are using that game instance and a subsystem is active that implements it (steam for example). However if you are specifically using steam the Invite Received even has never worked for that. Its implemented because its part of the engine subsystem interface and some subsystems do implement it, just not steam.
Hey there, I feel like this should have a simple answer, but I’ve been stumped all afternoon.
I can get a player to join an advanced session easily enough. But when I kick that player from the session, the player is removed from the game (they don’t appear in game world anymore), but that player can’t join any other session. On that player’s side of things, it still thinks that it is in a session. How can I get the player to realize it is no longer part of the session.
tl; dr
The attached blueprint code returns false on start. Once player joins a session, it turns true. But even after the player is kicked from a session, this code still returns true. How do I make it return false, or otherwise have the player, on their side of things, be notified that they aren’t in the session anymore?
When they leave it will throw a network event, you need to have the kicked client call DestroySession when they leave. The node doesn’t just shut down the servers session, it shuts down the clients connection state as well locally.
You have to have them call it when they leave a server normally as well, Epics node name is a bit confusing there.
U want change lines in Config → DefaultEngine.ini
I’m not sure of the lines but in memory that’s :
[OnlineSubsystemSteam]
bEnabled=true
SteamAppId=3112670
SteamDevAppId=3112670
; If using Sessions
; bInitServerOnClient=true
Both SteamAppId and SteamDevAppId refere to a steam ID Game, but you can use 480, that’s the number for Steam tests in intern
I don’t know if that’s the best way, but since i set it like that players can disconnect and reconnect on Sessions or same session. Have a good day
Hi there, i have a problem with a node in advanced session. It concerns “Update Session”. When i change the “public connection” which is the number of place in a session, Its changes the “number max players” but it changes the current number of player too …
For example i create a session with 4 places; i join the session with one player. The statut is 1/4.
If i update session to set number of players to 5 the result will be 2/5. No players are joining or leaving the session. Any idea ?
Hi, when I use the plug-in to create a session, garbled characters are displayed when using Chinese, Korean, Japanese and other languages, and the delay is always 9999. Is there any solution to this problem?
Any rough ETA for the UE5.5 version?
Hi, do you have any solution for the problem of Chinese and Japanese garbled characters?
There is a branch for it already, i don’t release binaries for preview builds of the engine.