Advanced Sessions Plugin

Hello again!
finally I made it work in a PS4 :smiley:

I have one question : when I use the ā€œFind Sessions Advanceā€ node with an array of filters (Iā€™m creating a session using ā€œKey=LEVEL / Value=1ā€ and searching with ā€œKey=LEVEL / Value=0ā€) it finds the session created with the different value in the filter, so I still have to use the node ā€œFilter Session Resultā€ in order to get only the sessions with the Value that I wantā€¦ So the question is if there is a way to filter the results while doing the search and not before (what is the different between ā€œFind Sessionsā€ and ā€œFind Sessions Advanceā€? or: why ā€œFind Sessions Advanceā€ receives an array of filters?).

Thank you very much!

Edit: I finally have it, after doing a release it seems to work OK. After using ā€œFind Sessions Advanceā€, it is no needed to use ā€œFilter Session Resultā€ because the sessions are already filtered.

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[QUOTE=Vul Sil;542627]
I need to transfer NET IDā€™d Between players so I converted the Net ID to a string because transferring the struct NET ID fails. The problem is, is that I canā€™t convert the string back into a NET ID to use for nodes such as the ā€œGet Friend Avatarā€.

Donā€™t transfer it, access the net id of a player from the player state array. It is already replicated and there is a ā€œPlayerNetIDFromPlayerStateā€ node in the plugin. The string representation isnā€™t always convertible to a net ID either depending on platform. Sending a net ID over RPC ā€œshouldā€ be possible? But I havenā€™t tested as it shouldnā€™t be done.

[QUOTE=Daniel.Wenograd;542646]
When loading the plugin for on the Github build, it gives these error messages:

Meanwhile, if I use the binary release from the launcher, it works perfectly. Any ideas on how to fix it?

Your attachments donā€™t work, but a self compiled engine version will require that the plugin be re-compiled as it is technically a different engine.

[QUOTE=MaXi;542739]
Hello again!
finally I made it work in a PS4 :smiley:

I have one question : when I use the ā€œFind Sessions Advanceā€ node with an array of filters (Iā€™m creating a session using ā€œKey=LEVEL / Value=1ā€ and searching with ā€œKey=LEVEL / Value=0ā€) it finds the session created with the different value in the filter, so I still have to use the node ā€œFilter Session Resultā€ in order to get only the sessions with the Value that I wantā€¦ So the question is if there is a way to filter the results while doing the search and not before (what is the different between ā€œFind Sessionsā€ and ā€œFind Sessions Advanceā€? or: why ā€œFind Sessions Advanceā€ receives an array of filters?).

Thank you very much!

Edit: I finally have it, after doing a release it seems to work OK. After using ā€œFind Sessions Advanceā€, it is no needed to use ā€œFilter Session Resultā€ because the sessions are already filtered.

I kept the local filtering node in case you wanted to run some things like user filters on the results without re-downloading the server list. The pre-filter is better on bandwidth and search time and should be used if possible when first searching.

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, quick question.

Do I still need to take the usual steps of compiling the engine and setting up a seperate launcher for dedicated server support or is there a way by using the plugin?
So far no luck :cool:

Thanks =)

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I seem to be having some strange issues with using the plugin that I am sure I am doing something strange. I had the sessions working fine on the internet and LAN. I migrated to advanced sessions plugin as a temp solution to set up naming servers and extra settings that it comes with. I have no problem searching and finding servers created in LAN but once I uncheck LAN and search. I canā€™t seem to find the server at all. I have the server computer ports forward on router and firewall off for testing. Still canā€™t find it. I am not using any steam new drivers and am using the Null IpNetDriver as I donā€™t want to rely on steam servers as of yet. I can post more info if needed. I just want to know that others are possibly doing the same thing I am doing and are getting out of LAN and finding servers without the steam drivers.

Thanks

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[QUOTE=TimSkijwalker;543152]
, quick question.

Do I still need to take the usual steps of compiling the engine and setting up a seperate launcher for dedicated server support or is there a way by using the plugin?
So far no luck :cool:

Thanks =)

This doesnā€™t change the dedicated server procress at all.

[QUOTE=dougbott;543341]
I seem to be having some strange issues with using the plugin that I am sure I am doing something strange. I had the sessions working fine on the internet and LAN. I migrated to advanced sessions plugin as a temp solution to set up naming servers and extra settings that it comes with. I have no problem searching and finding servers created in LAN but once I uncheck LAN and search. I canā€™t seem to find the server at all. I have the server computer ports forward on router and firewall off for testing. Still canā€™t find it. I am not using any steam new drivers and am using the Null IpNetDriver as I donā€™t want to rely on steam servers as of yet. I can post more info if needed. I just want to know that others are possibly doing the same thing I am doing and are getting out of LAN and finding servers without the steam drivers.

Thanks

Well outside of searching LAN it doesnā€™t know how to find servers for the NullDriverā€¦there is no backbone server hosting references. It is for direct IP connections, you can use OPEN with an IP to connect when not searching LAN.

Alternatively someone made a host/client NULL subsystem subset somewhere in this section of the forums that allows you to define your own master server to send host instances back to you, you could use that instead.

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[QUOTE=;543535]

Well outside of searching LAN it doesnā€™t know how to find servers for the NullDriverā€¦there is no backbone server hosting references. It is for direct IP connections, you can use OPEN with an IP to connect when not searching LAN.

Alternatively someone made a host/client NULL subsystem subset somewhere in this section of the forums that allows you to define your own master server to send host instances back to you, you could use that instead.

Thanks for the info. I guess Iā€™ll just go straight to steam then since itā€™s where we were going anyways. Thanks for the info and your work on this plugin.

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So slightly unrelated to the plugin, iā€™m trying to write my own leaderboard nodes but Iā€™m having a really hard time figuring out how callbacks work with blueprint nodes, iā€™m looking at your callback Proxy classes and I was wondering if you would mind walking me through whats going on here? or if there is just something really basic to get execution pins linked to callbacks?

EDIT: nevermind, i figured it out eventually :slight_smile:

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Why does my Editor crashes on compile?

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[QUOTE=Xilest;544538]
Why does my Editor crashes on compile?

I am having a very similar issue here. I updated yesterday to .1 and only certain blueprints seem to crash on compile. I narrowed it down to any blueprints that are associated with Advanced Sessions. I donā€™t know if itā€™s a fluke or not. But we also donā€™t have a new .1 update of the plugin. Though I havenā€™t had issues in the past just updating the engine and not the plugin. This might seem to be a .1 update that conflicted with the Advanced Sessions plugin. Anyways else having issues after updating to .1?

? Test or update incoming?

Thanks.

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[QUOTE=dougbott;544592]
I am having a very similar issue here. I updated yesterday to .1 and only certain blueprints seem to crash on compile. I narrowed it down to any blueprints that are associated with Advanced Sessions. I donā€™t know if itā€™s a fluke or not. But we also donā€™t have a new .1 update of the plugin. Though I havenā€™t had issues in the past just updating the engine and not the plugin. This might seem to be a .1 update that conflicted with the Advanced Sessions plugin. Anyways else having issues after updating to .1?

? Test or update incoming?

Thanks.

Iā€™m not updating to .1 because there is a crash in that version effecting a lot of projects, it is likely that you ran into it. .2 is slated to fix it.

.2 should be out soon, they said ASAP fix for the crash, it appears to be a problem with ForEach nodes, and since you likely run through server results with that youā€™d get it.

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Sounds good. Thanks for your efforts. I guess it was just chance that advanced sessions nodes were attached to most of the BP I tested for crashing. Hopefully they get a fix out soon. Sounds like by the end of the week.

Cheers.

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Confirmed. The .2 Hot fix, fixed all previous crashes I was having.

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[QUOTE=dougbott;544978]
Confirmed. The .2 Hot fix, fixed all previous crashes I was having.

Recompiling the binaries and updating for the Blueprint Only projects right now.

Edit Uploaded

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Failed to Build Android Package? Tried the .0 Plugin with .0 engine version the other day, and now on .2 engine with the latest AdvancedSession plugin. Always Failed. Does anybody encounter the same problem?

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[QUOTE=Xilest;546143]
Failed to Build Android Package? Tried the .0 Plugin with .0 engine version the other day, and now on .2 engine with the latest AdvancedSession plugin. Always Failed. Does anybody encounter the same problem?

Canā€™t really help you without the log to know what it failed at, but it may need to exclude some steam specific includes. Android sessions have some caveats I think, I havenā€™t built for it before but there are multiple threads mentioning extra steps that have to be taken for the default sessions nodes to work.

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After a bit of testing, it would seem testing network stuff over Steam does not seem very co-operable whilst UE4 is running. For example, there was a lot of inconsistency with them being able to see my session. I made sure ports 27000-27050 and 7777-7778 were opened*(using online port checker always failed, software showed success however)*.

I added a loading screen for when a player tries to connect, sort of like a response as otherwise itā€™d just sit and either connect or not. If I have UE4 running in the background - the loading screen would be infinite. If I closed UE4, it would connect fast.

Iā€™m not a specialist at this subject, but is this a bug or does it in some way make sense? Are ports ā€œconsumedā€ by UE4 whilst itā€™s running for network testing?

I am very confusedā€¦ The inconsistency with the test app ID 480 does not help in any way either. :confused:

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is there any chance to get a video tutorial ?

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[QUOTE=;547905]
After a bit of testing, it would seem testing network stuff over Steam does not seem very co-operable whilst UE4 is running. For example, there was a lot of inconsistency with them being able to see my session. I made sure ports 27000-27050 and 7777-7778 were opened*(using online port checker always failed, software showed success however)*.

I added a loading screen for when a player tries to connect, sort of like a response as otherwise itā€™d just sit and either connect or not. If I have UE4 running in the background - the loading screen would be infinite. If I closed UE4, it would connect fast.

Iā€™m not a specialist at this subject, but is this a bug or does it in some way make sense? Are ports ā€œconsumedā€ by UE4 whilst itā€™s running for network testing?

I am very confusedā€¦ The inconsistency with the test app ID 480 does not help in any way either. :confused:

Are you trying to run in a packaged build or as an editor launched build? It actually makes some sense that if you are trying to run a packaged build while the editor is running that you might have issues. I also donā€™t have inconsistencies with app id 480, the only caveat Iā€™ve had with that is the region lock.

[QUOTE=MuhammadMadi;548020]
is there any chance to get a video tutorial ?

Not for a bit, honestly I need to make documentation for it but I have been really busy.

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[QUOTE=;548230]
Are you trying to run in a packaged build or as an editor launched build? It actually makes some sense that if you are trying to run a packaged build while the editor is running that you might have issues. I also donā€™t have inconsistencies with app id 480, the only caveat Iā€™ve had with that is the region lock.

Aye, a packaged build. Do you know how the region lock works if itā€™s EU/US/Asia and such? Iā€™ll try and do some more testing, hopefully it was me having the editor running in the background causing some issues.

[QUOTE=MuhammadMadi;548020]
is there any chance to get a video tutorial ?

What do you need help with? Iā€™ve managed to get basic networking going using Steam so I might be able to help with the basic stuff. :slight_smile:

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[QUOTE=;548255]
Aye, a packaged build. Do you know how the region lock works if itā€™s EU/US/Asia and such? Iā€™ll try and do some more testing, hopefully it was me having the editor running in the background causing some issues.

I couldnā€™t find any solid information about how the region lock works with the test app when I last looked. I just know that it has been something that all developers tend to run into. It probably has something to do with preventing people from running games off of the test ID without any steam approval.

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