[QUOTE=ErebusWolf;519771]
Maybe 2 dumb questions. When I’ve created the session. How do I store a reference to it or get a reference to it as the hosting player? It seems like I create a session then instantly open the level and if I want my next level to show information about the session I don’t know how to get it. Also, this video uses your library and suggests that I have separate custom client events that call server events to do the execution of the advanced session events. Do the advanced session blueprint events need to be called from events only running on the server? I can’t figure why this would need to be the case.
RE: 1
“GetSessionSettings” node is what you are looking for, however I really suggest that you keep variables for yourself anyway.
Re: 2
If you are searching then you are locally referenced (are authority for the search), server searching shouldn’t be executed on a nonexistent server with an RPC, sounds like the tutorial creator just made a mistake is all.
[QUOTE=Mootjuh;520054]
Hello, I have not tried the plugin yet because I’m not home yet but I have 2 questions.
#1. Epic’s create session node allows, just like yours, to enter an in of the max. Public connections. Now here’s my issue. My game makes use of local multiplayer so one connection could add 4 players to the game. 2 clients, 1 with 3 local players and 1 with 2 local players registers as 2 players. The join session node is fired per local player and that works, ingame the locaa players are recognized as separate player controllers. But the server browser still says 2 players. Again, I do not know if you have this or not.
My question basically boils down to: Does this plugin support a mix between local and online multiplayer?
#2. Say I have made a pregame lobby and my party of 8 want to join a server found in the server browser. Is there a way to make the partyleader( host) merge his session into an existing one, making all players in his session join the new session and destroy his old?
My plugin only exposes missing features to Blueprint, it does not change the online subsystem implementation itself. If you wanted some of those features you would have to roll your own subsystem that mixes local and online play and registers the players differently.
To merge sessions you could send an RPC to all clients with a session search result to connect too, the problem for steam would be that it doesn’t allow for searching if you are hosting yourself. There is a party system that isn’t currently implemented that is supposed to handle that functionality.