[QUOTE=;548308]
I couldn’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.
A’ight thanks for the information, will just have to make do with it until we can get it onto greenlight. Too bad you can’t submit it to greenlight to get a private ID, but have it unlisted until ready.
Also, is it due to limitations that we can only access the avatar of friends? Or would it be possible to implement functionality to get the avatar of other players as well?
[QUOTE=;548325]
A’ight thanks for the information, will just have to make do with it until we can get it onto greenlight. Too bad you can’t submit it to greenlight to get a private ID, but have it unlisted until ready.
Also, is it due to limitations that we can only access the avatar of friends? Or would it be possible to implement functionality to get the avatar of other players as well?
Its only named “GetFriendAvatar” because I it was originally consistent with Epics naming of the functions. I forgot to rename it later and didn’t want to break peoples setup, but you should be able to pass in any unique steam id to it (including your own) and get the avatar of that player.
[QUOTE=;548352]
Its only named “GetFriendAvatar” because I it was originally consistent with Epics naming of the functions. I forgot to rename it later and didn’t want to break peoples setup, but you should be able to pass in any unique steam id to it (including your own) and get the avatar of that player.
I guess maybe it takes a while for Steam to update, I uploaded an image on my 2nd account but it still displays the default one with a white question-.
[QUOTE=;548360]
I guess maybe it takes a while for Steam to update, I uploaded an image on my 2nd account but it still displays the default one with a white question-.
You’ll have to “Retrieve info” on the net id first or it won’t download the avatar. The friends list automatically retrieves all of the avatars and information for each friend on the list. I went into detail about it somewhere around here, but I have a special node just for asking for the information about a user. It is an async networked task so you would want to check in on it until it returns a valid avatar.
Thanks .
I am using the default method (my Game Instance inherits from AdvancedFriendsGameInstance, and in the class options the three options are check), and the problem (not sure if it is a problem) is that the “Event On Session Invite Accepted” is received by the player who has received the invitation, after acepting this invitation, but the player who has launched the invitation doesn’t receive any event. “Event On Session Invite Received” is never launched, neither for the invited or the host.
[QUOTE=MaXi;548896]
Thanks .
I am using the default method (my Game Instance inherits from AdvancedFriendsGameInstance, and in the class options the three options are check), and the problem (not sure if it is a problem) is that the “Event On Session Invite Accepted” is received by the player who has received the invitation, after acepting this invitation, but the player who is has launch the invitation doesn’t receive any event. “Event On Session Invite Received” is never launched, neither for the invited or the host.
Oh that…yeah Epic hasn’t actually implemented that event yet. I got ahead of myself and put it in because it is in the subsystem code on their end (they plan on adding it) but the function is empty. I was hoping they would flesh it out by but I don’t think there were any subsystem changes at all in this version.
[QUOTE=;548899]
Oh that…yeah Epic hasn’t actually implemented that event yet. I got ahead of myself and put it in because it is in the subsystem code on their end (they plan on adding it) but the function is empty. I was hoping they would flesh it out by but I don’t think there were any subsystem changes at all in this version.
So… is there any way for the player who is sending the invitation to “know” when the other player has accepted it? I have tried to call to “Get Session Settings” after creating the session and send the invitation to a friend (not “Open Level” yet, waiting to the friend…), but this node doesn’t returns the current players in the session.
Thank you for your time
You can check player states for them or use the OnLogin event to know when they connect for now. Hopefully Epic will flesh out the OnAccepted node soon.
I’m all out of ideas, sometimes it works and sometimes it does not. The level inconsistency is so high I’m about to lose my mind. We’ve tried using VPN, we’ve spent some hours making sure everyone’s router settings are set up properly*(ports 27000-27050 and 7777,7778)*. We’ve tried DMZ mode on all ends. Nothing.
I’ve compared logs over and over, no errors, just warnings from unrelated games such as Stellaris and Hearts of Iron 4. It might be the region lock, it may not. I’ve tried it with 2 people with varying results, one from Norway and one from the UK*(I live in Sweden)*. I really can’t put my finger on what it may be, but my assumption is Steam’s test app ID just an utter mess.
If you ever get the time, would you mind taking a look at my project? It’s not too big at the moment as we haven’t started adding assets yet - it’s ~99.5MB when compressed in a .rar archive. I’d greatly appreciate it.
[QUOTE=;549060]
I’m all out of ideas, sometimes it works and sometimes it does not. The level inconsistency is so high I’m about to lose my mind. We’ve tried using VPN, we’ve spent some hours making sure everyone’s router settings are set up properly*(ports 27000-27050 and 7777,7778)*. We’ve tried DMZ mode on all ends. Nothing.
I’ve compared logs over and over, no errors, just warnings from unrelated games such as Stellaris and Hearts of Iron 4. It might be the region lock, it may not. I’ve tried it with 2 people with varying results, one from Norway and one from the UK*(I live in Sweden)*. I really can’t put my finger on what it may be, but my assumption is Steam’s test app ID just an utter mess.
If you ever get the time, would you mind taking a look at my project? It’s not too big at the moment as we haven’t started adding assets yet - it’s ~99.5MB when compressed in a .rar archive. I’d greatly appreciate it.
You can PM a link to me, i can maybe look it over tonight. I know of one project that released out of greenlight with the plugin and didn’t seem to have session issues.
Hello, once again thank you for your work. This plugin is still amazing, but right now I’m stuck and I have no idea what the problem could be. I send an invite to my friend. He gets the steam invitation on Steam but in my game instance the two event does not get called. Neither of them prints anything :S. Any idea what could cause it?
[QUOTE=;549517]
Gabeee, you’ve got your answer just a few replies above you. Unfortunately it would seem Epic hasn’t implemented it yet.
Not true, the On Session Invite Accepted event should work I believe, it is the on received one that will not work. Accepted has to work because that is how you implement joining the game off of the friends list invite.
[QUOTE=;549546]
Not true, the On Session Invite Accepted event should work I believe, it is the on received one that will not work. Accepted has to work because that is how you implement joining the game off of the friends list invite.
Just to make it sure. You accept it on Steam, and the event gets called right?
[QUOTE=LCDLV;549576]
Hi ! In my PC my project with the pluggin work exelent, but when I export to Android (ALL) in Log file I get this errors and then Package Failed…
I have the last version 12.3.
Thank for this exelent pluggin!!!
mmm, android doesn’t support steam as a subsystem. Since I have steam specific functions in it you are getting errors packaging for android. I can wrap the steam specific functions up in a platform check and it should be fine. I’ll release a new version in a little bit that you can try out.