Advanced Sessions Plugin

[QUOTE=;684259]
Player controller 0 is not a remote player, and if it is then you can’t access the unique net id there, you need to do it in the GameState Player array.

This is very strange.
IsRemotePlayerTalking is never True for the server.
IsRemotePlayerTalking for the client turns True at the right time, when player starts talking however doesn’t return back to False (ever).

[QUOTE=GamesByH;685089]
Does this work with the null online Subsystem, as in should I be able to find other sessions made using this?

Yes, but keep in mind that the null online subsystem is LAN only for auto searching for sessions, you can allow manual remote connecting using the open command and providing an IP.

[QUOTE=VytautasR;685175]
This is very strange.
IsRemotePlayerTalking is never True for the server.
IsRemotePlayerTalking for the client turns True at the right time, when player starts talking however doesn’t return back to False (ever).

And you are using push to talk?

Also why are you replicating that? Each client should be able to check for themselves if others are talking.

[QUOTE=;685207]
And you are using push to talk?

Also why are you replicating that? Each client should be able to check for themselves if others are talking.

Yes, I’m using “push to talk”. IsRemotePlayerTalking turns to True on a client when “push to talk” is active AND actual voice is transferred. Which is how I imagined it to work except it never goes back to False even when “push to talk” is not active.
On the server just stays False.

I want to keep a replicated variable on a pawn for graphical reasons. The pawn needs to know if their own player is talking.

[QUOTE=VytautasR;685303]
Yes, I’m using “push to talk”. IsRemotePlayerTalking turns to True on a client when “push to talk” is active AND actual voice is transferred. Which is how I imagined it to work except it never goes back to False even when “push to talk” is not active.
On the server just stays False.

I want to keep a replicated variable on a pawn for graphical reasons. The pawn needs to know if their own player is talking.

Use bool UAdvancedVoiceLibrary::IsLocalPlayerTalking(uint8 LocalPlayerNum) instead for the local player.

the hero Gotham needs but doesn’t deserve

[QUOTE=;684942]
Its crashing at the line below, I already validate the player controller previous to this in the function, so it means that between when you call the node and when it finishes getting the list you are deleting a player controller.


ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);

I’ll add additional validity checks for player controllers in to the async nodes where appropriate, however you might want to check your blueprints because it sounds like there might be issues if you are dropping players while doing things.

Edit yeah just checked, that is the only node that was missing the last check. I fixed it and will re-upload.

[QUOTE=;684959]
Uploaded new version fixing a missing validity check in GetFriendsCallbackProxy

Thank you very much for this. Really appreciated.
In regards to what you have said, I managed to isolate it down thanks to your debug. I have a lobby which has the player list call their steam friend info to populate name and avatar. Not sure why they are getting any invalidities however as I have checks everywhere for validity before I try to get anything from them!

Only thing I can assume (with rough understanding) is perhaps my player controller reference is not obtained fast enough, so perhaps I could have put a validity check in before using that? See picture below.


I expect the player controller reference is still NULL sometimes due to load etc. Could be totally wrong.

Either way, appreciate the response and fix!

Just noticed this in the download, I assume a small mistake :slight_smile:

Not a mistake, the plugin has steam functions separated into a different module now so that you can remove the module if not publishing to steam. It will let me go deeper into steam features in the future without complicating mobile and other platforms.

Hello, I have a project in version 4.15.1 in Blueprint and I receive an error during the packaging phase.

I tried to create an empty project in blueprint with the plugin installed, I always get an error.

Hi, we started receiving following error messages today


[2017.03.25-15.08.41:788][804]Cmd: stereo off
[2017.03.25-15.08.41:788][804]Cmd: r.setres 1024x768
[2017.03.25-15.08.41:788][804]r.SetRes = "1024x768"
[2017.03.25-15.08.41:788][804]Cmd: r.HZBOcclusion=0
[2017.03.25-15.08.41:789][804]Command not recognized: r.HZBOcclusion=0
[2017.03.25-15.08.41:789][804]LogGameMode:Display: Match State Changed from EnteringMap to WaitingToStart
[2017.03.25-15.08.41:789][804]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2017.03.25-15.08.41:789][804]LogGameMode:Display: Match State Changed from WaitingToStart to InProgress
[2017.03.25-15.08.41:792][804]LogGameState: Match State Changed from WaitingToStart to InProgress
[2017.03.25-15.08.41:793][804]LogLoadingSplash: Loading ends
[2017.03.25-15.08.41:793][804]LogHMD: FOculusRiftSplash::Hide
[2017.03.25-15.08.41:794][804]LogHMD: FOculusRiftSplash::PushBlackFrame
[2017.03.25-15.08.41:794][804]LogLoad: Took 0.099664 seconds to LoadMap(/Game/VirtualRealityBP/Maps/UEDPIE_2_MotionControllerMap)
[2017.03.25-15.08.42:022][805]LogOnline:Warning: OSS: No game present to leave for session (Game)


When another client tries to join server, they get black screen and disconnect from server right after joining into server. Happens both in Steam and at editor (lan server, starting with 2 players etc). Any idea where I should start looking into? Previous build worked fine yesterday, but not anymore.

[QUOTE=CoffeeOD;685751]
Hi, we started receiving following error messages today


[2017.03.25-15.08.41:788][804]Cmd: stereo off
[2017.03.25-15.08.41:788][804]Cmd: r.setres 1024x768
[2017.03.25-15.08.41:788][804]r.SetRes = "1024x768"
[2017.03.25-15.08.41:788][804]Cmd: r.HZBOcclusion=0
[2017.03.25-15.08.41:789][804]Command not recognized: r.HZBOcclusion=0
[2017.03.25-15.08.41:789][804]LogGameMode:Display: Match State Changed from EnteringMap to WaitingToStart
[2017.03.25-15.08.41:789][804]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2017.03.25-15.08.41:789][804]LogGameMode:Display: Match State Changed from WaitingToStart to InProgress
[2017.03.25-15.08.41:792][804]LogGameState: Match State Changed from WaitingToStart to InProgress
[2017.03.25-15.08.41:793][804]LogLoadingSplash: Loading ends
[2017.03.25-15.08.41:793][804]LogHMD: FOculusRiftSplash::Hide
[2017.03.25-15.08.41:794][804]LogHMD: FOculusRiftSplash::PushBlackFrame
[2017.03.25-15.08.41:794][804]LogLoad: Took 0.099664 seconds to LoadMap(/Game/VirtualRealityBP/Maps/UEDPIE_2_MotionControllerMap)
[2017.03.25-15.08.42:022][805]LogOnline:Warning: OSS: No game present to leave for session (Game)


When another client tries to join server, they get black screen and disconnect from server right after joining into server. Happens both in Steam and at editor (lan server, starting with 2 players etc). Any idea where I should start looking into? Previous build worked fine yesterday, but not anymore.

Don’t really see a relevant error there, although you are showing that the rift is loading a black screen for loading.

I’m really the only one for whom the plugin does not work in 4.15.1?

[QUOTE=Scozor;685901]
I’m really the only one for whom the plugin does not work in 4.15.1?

I can pack it with no issues.

In the other thread you said you just installed Visual Studio 2015. Did you install the C++ Tools? It’s an option you need to install called “Common Tools For Visual C++ 2015”.

Can you package it without the plugin?

Could you add nodes to get a players steam groups so we could use them as clan tags?

[QUOTE=rojo8399;686018]
Could you add nodes to get a players steam groups so we could use them as clan tags?

Well…there is actually clan functionality in steam through groups. There are a TON of nodes for it so I hadn’t implemented it yet, but since you brought it up I will look into it.

[QUOTE=;685914]
I can pack it with no issues.

In the other thread you said you just installed Visual Studio 2015. Did you install the C++ Tools? It’s an option you need to install called “Common Tools For Visual C++ 2015”.

Can you package it without the plugin?

How do I know if I installed it?

Yes, without the plugin I can pack my project.

It seems to me that a plugin on UE4 is already compiled and that it does not need to be re-compiled again.

[QUOTE=Scozor;686089]
How do I know if I installed it?

Yes, without the plugin I can pack my project.

It seems to me that a plugin on UE4 is already compiled and that it does not need to be re-compiled again.

do you have your packaging error log? I don’t see where you have listed anything in this thread.

With the plugin enabled but without using it in my plans I get the following message: Packaging Failed

Log :

[QUOTE]
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-1315475082) SRandInit(-1315475082).
LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.085490
LogInit: Using libcurl 7.47.1
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.0.2g
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_LIBZ
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogInit: Build: ++UE4+Release-4.15-CL-3348071
LogInit: Engine Version: 4.15.1-3348071+++UE4+Release-4.15
LogInit: Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
LogInit: Net CL: 3299760
LogDevObjectVersion: Number of dev versions registered: 14
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogInit: Compiled (64-bit): Mar 15 2017 16:52:47
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.15
LogInit: Command line:
LogInit: Base directory: D:/Jeux PC/Installer/Epic Games/UE_4.15/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: SCOZOR-PC
LogInit: User: Scozor
LogInit: CPU Page size=65536, Cores=4
LogInit: High frequency timer resolution =3.417962 MHz
LogMemory: Memory total: Physical=11.9GB (12GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 265.90 MB used, 265.90 MB peak
LogMemory: Process Virtual Memory: 263.93 MB used, 263.93 MB peak
LogMemory: Physical Memory: 5414.28 MB used, 6806.46 MB free, 12220.74 MB total
LogMemory: Virtual Memory: 645.09 MB used, 6806.46 MB free, 134217728.00 MB total
LogTextLocalizationManager: No translations for (‘fr-FR’) exist, falling back to ‘en’ for localization and internationalization data.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce GTX 1060 6GB’ (Feature Level 11_0)
LogD3D11RHI: 6084/0/6110 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0/0/6110 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x1c03 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘NVIDIA GeForce GTX 1060 6GB’ (P:1 D:1)
LogWindows: 1. ‘NVIDIA GeForce GTX 1060 6GB’ (P:0 D:0)
LogWindows: 2. ‘NVIDIA GeForce GTX 1060 6GB’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA GeForce GTX 1060 6GB’ (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 1060 6GB
LogD3D11RHI: Driver Version: 378.66 (internal:21.21.13.7866, unified:378.66)
LogD3D11RHI: Driver Date: 2-9-2017
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogShaderCompilers: Guid format shader working directory is -3 characters bigger than the processId version (C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Intermediate/Shaders/WorkingDirectory/9652/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Scozor/AppData/Local/Temp/UnrealShaderWorkingDir/5AB9EFFE43D0E2FDA5138699B99DD53F/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP MacClientTargetPlatform
LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
LogTemp:Display: Loaded TP MacServerTargetPlatform
LogTemp:Display: Loaded TP MacTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxClientTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.05s 51MB C:/Users/Scozor/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Scozor/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/Users/Scozor/Documents/Unreal Projects/Scozoras/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file C:/Users/Scozor/Documents/Unreal Projects/Scozoras/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Scozor/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogSlate: Using Freetype 2.6.0
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
LogSimplygon: Simplygon DLL not present - disabling.
LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
LogMeshUtilities: No automatic skeletal mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogNetVersion: GetLocalNetworkVersion: CL: 3299760, ProjectName: scozoras, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 2937592021
LogAssetRegistry: FAssetRegistry took 0.0231 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 1 prioritized culture(s) in 0.013903 seconds
LogUObjectArray: 32493 objects as part of root set at end of initial load.
LogUObjectAllocator: 7077024 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogMaterial: Uniform references updated for custom material expression Custom.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 110
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using ‘Haut-parleurs (Logitech G933 Gaming Headset)’ : 8 channels at 48 kHz using 16 bits per sample (channel mask 0x63f)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.03s 51MB C:/Users/Scozor/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: memory allowance for cook 16384mb min free memory 0mb
LogCook:Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory ‘C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/’ took 0.01s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/Levels/MainMenu.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world MainMenu
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 30.614ms to complete.
LogFileHelpers: Loading map ‘MainMenu’ took 0.451
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogCollectionManager: Loaded 1 collections in 0.002199 seconds
LogFileCache: Scanning file cache for directory ‘C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/Developers/Scozor/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000004 seconds
LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000000 seconds
LogContentBrowser: Native class hierarchy populated in 0.0084 seconds. Added 2264 classes and 456 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0005 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0005 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0006 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0005 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total time: 15.40 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.18 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogAssetRegistry: Asset discovery search completed in 7.3724 seconds
LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000004 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 1 collections in 0.000016 seconds (updated 0 objects)
LogContentStreaming: Texture pool size now 1000 MB
LogSlate: Took 0.000211 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.000209 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogSlate: Took 0.000174 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf’ (139K)
LogSlate: Took 0.000248 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (159K)
LogRenderer: Reallocating scene render targets to support 1056x556 NumSamples 1 (Frame:2).
LogDirectoryWatcher: A directory notification for ‘…/…/…/Engine/Plugins/’ was aborted.
LogDirectoryWatcher: A directory notification for ‘C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Plugins/’ was aborted.
LogSlate: Took 0.000182 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (159K)
LogContentBrowser: Native class hierarchy updated for ‘BlueprintGraph’ in 0.0009 seconds. Added 112 classes and 0 folders.
LogSlate: Took 0.000219 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (159K)
LogSlate: Took 0.000190 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf’ (158K)
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Scozoras.uproject” BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=“C:/Users/Scozor/Documents/Unreal Projects/Scozoras/Scozoras.uproject” -cook -stage -archive -archivedirectory=
C:/Users/Scozor/Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Scozor\Documents\Unreal Projects\Scozoras\Scozoras.uproject
LogSlate: Took 0.014435 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf’ (77K)
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Jeux PC\Installer\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini=“C:\Users\Scozor\Documents\Unreal Projects\Scozoras” -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,801001s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Jeux PC\Installer\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini=“C:\Users\Scozor\Documents\Unreal Projects\Scozoras” -n
oxge -generatemanifest -NoHotReload. See logfile for details: ‘UnrealBuildTool-2017.03.26-21.15.46.txt’
UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): à AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
UATHelper: Packaging (Windows (64-bit)): à AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): à AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Diction
ary2 InTargetToManifest) UATHelper: Packaging (Windows (64-bit)): à Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (64-bit)): à BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (64-bit)): à BuildCookRun.ExecuteBuild() UATHelper: Packaging (Windows (64-bit)): à AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Automation.Process(String] Arguments) UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (64-bit)): à AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): à AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Awesome to hear!
Is there any tutorial on Voice Chat setup? I’ve tried looking through the replies to this forum post, but can’t find anything yet.

[QUOTE=Scozor;686150]
With the plugin enabled but without using it in my plans I get the following message: Packaging Failed

Log :

Add the module to your projects build.cs file as the installation instructions specify.