No, nothing i can do about that, and the last things they broke in the steam interface persisted all through 5.5 (and still into 5.6). They just literally aren’t testing things about the old subsystem well or at all anymore.
They are focusing solely on through EOS.
I have heard from multiple people (including post above me here) that steam sockets works currently.
To be honest though, considering how much is breaking and how they are trying to replace this pathway, its likely about time to just retire AS, things aren’t going to get better, more and more things are likely to break.
Doing this, for me, leads to a crash as soon as a session is created. The logs apparently complain that when we change the Net Driver class name to SteamSockets, it can no longer find the Steam subsystem, resulting in the screen freezing and requiring an ALT+CTRL+DEL to close.
Edit I resolved the crash by editing out line 98 on the friendslist.cpp
However, I am still unable to join a session. It just times out for me.
I have the same issue, been searching for a week how to fix it, meanwhile trying everything I can. I can’t seem to fix it, CoPilot couldn’t fix it. They havent fixed it.. Spent a year to get stuck setting up steam subsystem and worked perfectly in ue5.4. Now my backup is gone since I thought all was good to get to this point.
for some reason it’s not working in 4.27. Can’t host server, just error only. way to go Epic. you abandoned indie game developers because Steam god forbid hosts a marketplace..
Hi there, I seem to be running into a really weird issue, I think I figured out why but I’m not sure why it’s happening or how to solve it.
I’m using the advanced session plugin along with a beacon plugin and am trying to connect to the beacon through the steam overlay presence.
I would expect I could use the OnSessionIviteAccepted event to join the beacon from the provided session result.
I can use the OnSessionInviteAccepted to join a session normally without the beacon so I know the advanced sessions plugin, presence, and provided session result are all good. I can also join the beacon by pressing a button in the player actor and searching for games so I know the beacon is working.
But if I try to do join the beacon from the game instance on the OnSessionInviteAccepted node it fails to connect. The major error I see in the logs says broadcast network failure and a warning says something happened locally 5003, which seems to be a timeout.
Anyway, from looking at the logs and comparing when I connected successfully from the player actor findsessionsadvanced function, to the unsuccessful game instance one, they both seem to want to connect to the same address so that’s not the problem but where the successful one eventually tries to join, the failed one says the game mode state changed and is trying to leave the map. But I’m not trying to join a map, the map isn’t even open as listen because I’m using beacons instead.
It’s the exact same code to join the beacon from the session result in both cases. Do you know why the game instance version would be trying to change the game mode state and moving maps?
I’m on UE 5.6 with the latest advanced sessions precompiled binaries, and using steam sockets.
I had a user submit a setup to auto join sessions and client travel in the game instance when an accepted session is notified. It does call ClientTravel when OnJoinSessionComplete is finished, this is likely blocking your setup here.
It does get a resolved connection string so it must be giving a valid connection string even though its just a beacon lobby? Beacons are not listenable servers, they are lobbies outside of the listen server system.
Welp, that worked. I’ve been bashing my head against this for a week, trying everything, thinking it was a misconfiguration somewhere or I was doing something wrong. Information on beacons is sparse, so thought it might have been an issue with that.
I don’t understand why you would want to handle that automatically. Doesn’t joining a session do that anyway? I thought it would be OnSessionInviteAccepted gives you the session result, and then you call join session, and join session just travels to the map anyway.
But if anyone ever comes across this use case, all I did was comment out the section below in the AdvancedFriendsGameInstance.cpp You could alternatively just comment out the single line I highlighted or remove the delegate in general if you don’t need to handle anything else cuz that’s all it does.
I thought it had a control boolean to turn it off and on on his initial submission to me.
Generally it was to automate the steam overlay invites.
I’ll add a control boolean to have the feature turn on / off for the client traveling and make a note that with beacons it should likely be turned off.
bAutoTravelOnAcceptedUserInviteReceived will be the addition