your doing it on your own time at no profit so i appreciate what you have done and in no way am complaining about the lack of documentation, was just hoping there was some. As far as epic, i was getting the impression the session system wasnt any sort of priority in blueprint. i tried writting my own c++ stuff for dedicated server but was having tons of trouble understanding teh steam backend, what some things were for. what needed to be called when before something else would work, so your work here is great. Im just at a frustration point where i will try to greenlight my game so i built my account system bassed off steam IDs and now i cant even get into a server to test replication or any features whatsoever lol.
if anyone has this workign in dedicated i would love to talk to them, figure out how, and when i get it working i would have no problems doing a tutorial video of how to make it work. I just hate to spend weeks stumbling in the dark and hope i find the right path.
maybe im doing this wrong⌠i put this in my game session which is called by the gamemode. the boolean makes it run only once or else it just creates a session over and over and over every time it loads the level. the issue is even with dedicated server checked im still getting invalid player state.
You are getting the session flags overflow without passing anything in to âExtra Settingsâ? That is caused when the server settings string that is passed to Steam is longer than the 2048 character limit. I donât believe that the default is ever anywhere near that high, it should require some custom settings being passed in to overflow that, if it reaches the cap it stops adding keys to the settings string.
Is your SS the exact setup you used or do you actually pass in extra settings as well?
Also sorry, I looked back and I had a post that said âCheck Presenceâ, I meant âUn-check Presenceâ (edited the post so that others wouldnât get confused), it isnât compatible with dedicated servers, that was my bad not checking my post closely enough.
Ok so unchecking presence works to allow the server to run. I donât pass any extra settings. That screens hot was the way it was when I got those warnings yesminus the fact use presence was off. Couldnât find session. And ports are forwarded.
completely removed steam, rebuilt the account architecture from teh ground up and the dedi/client relationship works as intended⌠thanks for your help but maybe i need to leave steam out of the equation until dedis are properly supported.
Ok I have a question. I am running UE version 4.10.0 with FleX Integration. After extracting the files (version 4.10.2) to the appropriate location, I tried to load up my project. At 70% it gave me an error. Will this version not work with my UE4 version?
[QUOTE=MemnochGRI;473746]
Ok I have a question. I am running UE version 4.10.0 with FleX Integration. After extracting the files (version 4.10.2) to the appropriate location, I tried to load up my project. At 70% it gave me an error. Will this version not work with my UE4 version?
Do you not have a compiler installed? Custom versions of the engine need a compiler installed in order to re-compile the plugin for that version on load.
I have visual studio 2013 installed (I think thatâs the version, Iâm currently at work). Not trying to sound completely unfamiliar with programming, but itâs been some time since Iâve done any actual c++ coding
Hey there, sorry to bother you guys again, but I had a question again about the Plugin. I installed VS2015 with all the features, but when I went to load my project I got the same error again.
&d=1455477655
Do I need to rebuild my engine (4.10.0 with flex integration) in order for it to work? I appreciate any help and thanks in advance.
[QUOTE=MemnochGRI;474676]
Hey there, sorry to bother you guys again, but I had a question again about the Plugin. I installed VS2015 with all the features, but when I went to load my project I got the same error again.
&d=1455477655
Do I need to rebuild my engine (4.10.0 with flex integration) in order for it to work? I appreciate any help and thanks in advance.
It âshouldâ recompile by itself with everything working. But the project canât be pure blueprint to recompile a plugin. If you add an empty c++ class from the editor menu it should work then.