Advanced Sessions Plugin

have you tested a package project by any chance, this the issue i get and you can’t join the session its invalid it seems, but it works just fine in the editor.

[QUOTE=OverRated_AU;675460]
have you tested a package project by any chance, this the issue i get and you can’t join the session its invalid it seems, but it works just fine in the editor.

Yes, many times, so have many users of the plugin, if you are running a dedicated server you should check the logs because the maximum tag length for dedicated servers is far lower than for lobby servers and it throws out all flags after it hits the maximum limit (for steam).

You use of player names stored in extra settings may work for lobby sessions but if you host a dedicated server it likely won’t.

If you aren’t running as dedicated then run with -log and check for subsystem errors.

[QUOTE=;675464]
Yes, many times, so have many users of the plugin, if you are running a dedicated server you should check the logs because the maximum tag length for dedicated servers is far lower than for lobby servers and it throws out all flags after it hits the maximum limit (for steam).

You use of player names stored in extra settings may work for lobby sessions but if you host a dedicated server it likely won’t.

If you aren’t running as dedicated then run with -log and check for subsystem errors.

I’m not saying its a problem with your plugin, i get the same problem even using the engines nodes on 4.15 i didn’t have a issue in 4.14.

[QUOTE=OverRated_AU;675478]
I’m not saying its a problem with your plugin, i get the same problem even using the engines nodes on 4.15 i didn’t have a issue in 4.14.

Yeah run with log to check for errors, I packaged one to test locally and aside from the normal lan to lan on same computer issues it worked fine.

That being said a lot of people are reporting issues with sessions on 4.15, though they didn’t change that much on the backend. Might see some 4.15.1 fixes?

[QUOTE=;675482]
Yeah run with log to check for errors, I packaged one to test locally and aside from the normal lan to lan on same computer issues it worked fine.

That being said a lot of people are reporting issues with sessions on 4.15, though they didn’t change that much on the backend. Might see some 4.15.1 fixes?

Yeah there doesn’t seem to be any related errors, the search find it and its ping but thats about it even all the extra options are lost in the search, it odd it works just fine in the editor but package is a whole another story, your probably right its probably a bug lol.

sorry to bother people again. I have tried running a foreach loop with all players connected and muting remote talkers that are not in my team and it doesn’t seem to work. Do I need to register them all as a local talker first? I see the node has a local user number that I am currently just leaving at 0. Should this be plugged into anything?

[QUOTE=;677848]
sorry to bother people again. I have tried running a foreach loop with all players connected and muting remote talkers that are not in my team and it doesn’t seem to work. Do I need to register them all as a local talker first? I see the node has a local user number that I am currently just leaving at 0. Should this be plugged into anything?

If you only have the one local player than 0 is correct, players are auto registered for voice when they connect by Epic, the Unregister / Register functions are there for if you want to remove them and / or add them back later.

Muting remote talkers should work though, you may have to wait a little bit for the Player structures to replicate over if you are doing it right as you load, the UniqueNetIDs wouldn’t be valid yet otherwise.

I’m pretty sure this was asked before, but is there a way to get a connection working with localhost / 127.0.0.1? So i can run it twice on one pc?

like this?

I tried just the player controller one and now going to build and test using the player state one

[QUOTE=;677885]

like this?

I tried just the player controller one and now going to build and test using the player state one

No, not like that, get the game state and the player array to get the unique net ID (GetUniqueNetIdFromPlayerState). The GetUniqueNetIDFromPlayerController is for client side only. You are trying to get other users Net Ids so you need to go through the replicated player state array to get valid results.

Your second test idea should work.

thanks , its working now. Just gotta make it switch it all around once you change team :slight_smile:

[QUOTE=KrautPotato;677882]
I’m pretty sure this was asked before, but is there a way to get a connection working with localhost / 127.0.0.1? So i can run it twice on one pc?

Run with LAN enabled for the session creation and search. That or just use open/listen.

You can’t use a Steam Enabled subsystem outside of lan on the same machine as it requires two seperate accounts.

So this way of doing things seems to mute other players but doesn’t un mute them when they switch to my team? I am running the check every few secs to test. I have put a print to string and in game it shows the un muting of the player but no voice actually comes through…again sorry to be a pain in the *** :frowning:

[QUOTE=;678355]

So this way of doing things seems to mute other players but doesn’t un mute them when they switch to my team? I am running the check every few secs to test. I have put a print to string and in game it shows the un muting of the player but no voice actually comes through…again sorry to be a pain in the *** :frowning:

Are they talking at the time it unmutes? And is it push to talk?

its set push to talk

[QUOTE=;678416]
its set push to talk

They might have to turn PTT off and on again after un muting with how I remember it working.

does someone know how i can access the ID from my friend to invite him to a session? I mean the nodes are there but i dont know how to set this up, when i click on a button and want to get his ID :frowning:

Thank you, , for making this.

I’m trying to get “Is Local Player Talking” to graphically indicate which player is talking. It always returns False. Is there something I’m doing wrong?


I’m using Steam online subsystem, the voice chat is choppy but it works.

I recently updated my project from .5 to 4.15. I also updated the advanced sessions plugin to the correct version. Everything is working fine but packaging fails with the following message:

ERROR: UBT ERROR: Failed to produce item: (project directory)\Plugins\AdvancedSessions\AdvancedSessions\Binaries\Win32\Sport-AdvancedSessions.lib

I’ve tried removing the binaries and intermediate folders and the error persists. Anyone have any idea what this might be? I really don’t want to create a new project and merge everything but that might be the next step. Thanks!

[QUOTE=Dirktanius;682335]
I recently updated my project from .5 to 4.15. I also updated the advanced sessions plugin to the correct version. Everything is working fine but packaging fails with the following message:

ERROR: UBT ERROR: Failed to produce item: (project directory)\Plugins\AdvancedSessions\AdvancedSessions\Binaries\Win32\Sport-AdvancedSessions.lib

I’ve tried removing the binaries and intermediate folders and the error persists. Anyone have any idea what this might be? I really don’t want to create a new project and merge everything but that might be the next step. Thanks!

Disregard this question. When I tried building in VS I noticed that the includes couldn’t be found. Updating my project broke my include directories and after re-adding them, it was fixed.