Advanced Sessions Plugin


MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=D:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=D:/PROJEKTY/Azuma_No_Tatakai_mp_test_game/Azuma_No_Tatakai.uproject -cook -stage -archive -archivedirectory=C:/Users/Koziol12/Desktop/ant/prealpha 0.2.5 prevew 0.05 -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Program Files (x86)/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Koziol12/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+(x86)+Epic+Games+4.10)
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=D:\Pliki programĂłw (x86)\Microsoft Visual Studio 14.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via D:\Pliki programĂłw (x86)\Microsoft Visual Studio 14.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=
MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: SetFrameworkVars failed. Assuming no compilation capability.
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Azuma_No_Tatakai.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Koziol12\Desktop\ant\prealpha 0.2.5 prevew 0.05
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Shipping
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=Azuma_No_Tatakai
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64\Azuma_No_Tatakai.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Binaries\Win64\Azuma_No_Tatakai.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=D:\PROJEKTY\Azuma_No_Tatakai_mp_test_game\Azuma_No_Tatakai.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Azuma_No_Tatakai
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    w Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)):    w BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    w BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    w AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

I have a problem with the packaging design. Visual Studio Community in 2015 and 2013 installed. Visual C ++ also instaled in 2015 and 2013 VS.

Windows 8.0
Intel core i5 3230M
8GB Ram
Radeon HD8850m

1 Like

[QUOTE=Koziol12_DevZen;489765]
I have a problem with the packaging design. Visual Studio Community in 2015 and 2013 installed. Visual C ++ also instaled in 2015 and 2013 VS.

Windows 8.0
Intel core i5 3230M
8GB Ram
Radeon HD8850m

[QUOTE]
You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE,

Something is wrong with your 2015 VS install, also if you wouldn’t mind editing your post to use code tags on that instead so it doesn’t take up the entire page it would be appreciated.

1 Like

[QUOTE]
Something is wrong with your 2015 VS install.

How to fix it? Reinstal don’t helps.

1 Like

[QUOTE=Koziol12_DevZen;490591]
How to fix it? Reinstal don’t helps.

Its not really my area being an engine issue, but I would regenerate your project files if I were you by right clicking on the .uproject and “Generateprojectfiles”.

Thanks for editing your post btw, keeps the thread more readable.

1 Like

OK thank you. :slight_smile:
Maybe on the general forum someone help me.

1 Like

[QUOTE=;489101]

Shouldn’t have to do that, when I regenerate my project files the plugins are added into the project under their sub folders and compile fine.

if I do it that way, the editor opens just fine and i can make a blueprint class of the advanced friends game instance, however i can’t make a c++ class that inherits from it, and if I try to inherit from it in source I get the errors i’ve been getting.

1 Like

[QUOTE=GotSomePills;494241]
if I do it that way, the editor opens just fine and i can make a blueprint class of the advanced friends game instance, however i can’t make a c++ class that inherits from it, and if I try to inherit from it in source I get the errors i’ve been getting.

You will need to add the “AdvancedSessionsPlugin” module into your project references in the build.cs to use its classes in source.

You can also inherit it directly in blueprints by the way if you don’t need source specific functionality.

Plugins aren’t auto included into your source paths, you have to declare that you want them.

1 Like

in preparation for using your totally awesome plugin (thanks x >9000) I just integrated steamworks into my ue4 project and everything works fine but when reading the install notes from the steamworks sdk documentation is saw that it stated
“Getting the C++ API
First, download the Steamworks SDK.
Unzip into a folder relative to your source tree
The following files need to go in your run-time directory (next to your game executable, or in your the dll search path)
steam_api.dll (this is redistributable with your game )
The following library needs to be included in any project you access
steam_api.lib
The following header files need to be included in your C++ project
steam_api.h
steam_gameserver.h (for multi-player games only)
Build!”

Is this something that needs to be done if I am using blueprints only? Would it be a good idea to make it a code project? I’m planning on using steam Voice, are there any considerations I should be making for that?

1 Like

[QUOTE=;497040]
in preparation for using your totally awesome plugin (thanks x >9000) I just integrated steamworks into my ue4 project and everything works fine but when reading the install notes from the steamworks sdk documentation is saw that it stated
“Getting the C++ API
First, download the Steamworks SDK.
Unzip into a folder relative to your source tree
The following files need to go in your run-time directory (next to your game executable, or in your the dll search path)
steam_api.dll (this is redistributable with your game )
The following library needs to be included in any project you access
steam_api.lib
The following header files need to be included in your C++ project
steam_api.h
steam_gameserver.h (for multi-player games only)
Build!”

Is this something that needs to be done if I am using blueprints only? Would it be a good idea to make it a code project? I’m planning on using steam Voice, are there any considerations I should be making for that?

No all of that is done for you in the engine already.

Blueprints if you are using the launcher won’t require any of that setup, you’ll just need to add the steam subsystem to your defaultengine.ini and “OnlineSubsystemSteam” to your build.cs. There should be valid tutorials for that somewhere.

1 Like

[QUOTE=;497140]
No all of that is done for you in the engine already.

Blueprints if you are using the launcher won’t require any of that setup, you’ll just need to add the steam subsystem to your defaultengine.ini and “OnlineSubsystemSteam” to your build.cs. There should be valid tutorials for that somewhere.

Great!! I dont believe I added the OnlineSubsystemSteam. Where is the build.cs file? I couldn’t find where that file was, whether in my project or my engine.

1 Like

Build.cs is only there if you have any source files with the project.

1 Like

[QUOTE=;497414]
Build.cs is only there if you have any source files with the project.

I am using the launcher ue4 does this apply or do you mean adding code to the project?

1 Like

[QUOTE=;497484]
I am using the launcher ue4 does this apply or do you mean adding code to the project?

If you ever add code to the project you will have to add the advanced sessions plugin to your Build.cs so that it can reference it. If you remain as blueprint only then you can just add the following to the top of your defaultengine.ini and it will work:

*Keep in mind that if you want to PACKAGE your project (and you will) you will need a compiler installed anyway with UE4 because it will recompile the plugin.


[Voice] 
bEnabled=true

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver2",DriverClassName="OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
bHasVoiceEnabled=true
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

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with this plugin can I handle all networking in BP or is c++ still required? Sorry for newb questions it’s my first time setting up any networking and I want to get it right.

I guess Im confused what you mean by source file you mentioned. I thought you could only add the source folder to your BP project if you add C++ code to it. Is that what you meant?

1 Like

[QUOTE=;498032]
with this plugin can I handle all networking in BP or is c++ still required? Sorry for newb questions it’s my first time setting up any networking and I want to get it right.

I guess Im confused what you mean by source file you mentioned. I thought you could only add the source folder to your BP project if you add C++ code to it. Is that what you meant?

Yes, if you add a single source file to your project then you will need to edit the build.cs that is created when that is done.

This plugin doesn’t handle “networking”, it handles interfacing with the online subsystem, all of the networking itself is handled by the engine and has always been blueprint only compatible, this plugin just makes some things that weren’t accessible through blueprints for the online subsystems accessible.

You are asking some very basic questions however, some of which have nothing to do with the plugin itself. You might want to do some tutorial reading and go through the setup documentation first and get a handle on how everything in the engine works.

1 Like

[QUOTE=;497835]
If you ever add code to the project you will have to add the advanced sessions plugin to your Build.cs so that it can reference it. If you remain as blueprint only then you can just add the following to the top of your defaultengine.ini and it will work:

*Keep in mind that if you want to PACKAGE your project (and you will) you will need a compiler installed anyway with UE4 because it will recompile the plugin.


[Voice] 
bEnabled=true

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver2",DriverClassName="OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
bHasVoiceEnabled=true
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

Yea thats my plan to read the documentation this week, I’m seeing there is much more to learn.

I added code to my project, in the build.cs do I put the AdvancedSessions plugin like this?


 PublicDependencyModuleNames.AddRange(new string] { 
 	
        "AdvancedSessions"
 });
 

1 Like

I run exactly into the same issue as GotSomePills did.
When creating a custom GameInstance class beeing derived from UAdvancedFriendsGameInstance, i get the following compile error:


Cannot open include file: 'OnlineSubSystemHeader.h': No such file or directory

Steps to reproduce:

  1. Create Plugins folder under project root - unzip AdvancedSessions plugin to the location.
  2. Add AdvancedSessions directive to the project’s build.cs
  3. Generate VS project / Regenerate project files.
  4. Create custom GameInstance class.

MyGame.Build.cs :


using UnrealBuildTool;

public class MyGame : ModuleRules
{
	public MyGame(TargetInfo Target)
	{
        PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", "AdvancedSessions" });
        PrivateDependencyModuleNames.AddRange(new string] { "Slate", "SlateCore" });
    }
}

MyGameGameInstance.h:


#pragma once

#include "Engine/GameInstance.h"
#include "AdvancedFriendsGameInstance.h"
#include "MyGameGameInstance.generated.h"

/**
 * 
 */

UCLASS()
class MYGAME_API UMyGameGameInstance : public UAdvancedFriendsGameInstance 
{

	GENERATED_BODY()
	
public:

	UMyGameGameInstance(FObjectInitializer const & ObjectInitializerRef);
	
};


Anyone who ran into this too?

Specs: UE 4.10.4 - VS 2015 Community - Win10

1 Like

Hmmm, I had a header file in the Private folder that should have been in classes, thats why it couldn’t find it when including, the private folder isn’t accessible through referencing a module.

I’ll upload an update that fixes this, been awhile since I tested C++ game instances for this plugin as it is mostly BP use intended.

Keep in mind that your constructor definition will need to pass the object initializer to my game instance as well after the fix:



UCLASS()
class UNewGameInstance : public UAdvancedFriendsGameInstance
{

	GENERATED_BODY()

public:

	UNewGameInstance(FObjectInitializer const & ObjectInitializerRef) : Super(ObjectInitializerRef)
	{
	}

};

Edit Uploaded, also did a quick check through and moved a couple of other header files as well.

1 Like

Issue resolved, thank you so much !

1 Like

I the process of updating to 4.11, only one very minor change was required to the plugin however my test project for it was completely broken due to a change in how shaders are handled with the engine.

Once I fix the test project and go over the plugin change I made I will compile and upload.

Edit Uploaded

1 Like