Advanced Sessions Plugin

Should I PM you screenshots of blueprints?

Also why is the ping 9999 on steam.

[QUOTE=Sudeep Singh;739119]
Also why is the ping 9999 on steam.

Because normal steam lobbies don’t support pinging, you have to manually ping them. Dedicated servers on the other hand DO return the ping in steam.

Hi

i asked this question before “Is there are a way to make a session with password ?” but after i installed the plugin i found out this in create session “allow join via presence friend only” does that mean if i tick this the only people who can see and join my game will be steam friends if i built it for steam online ?

Thanks

[QUOTE=mhnoni;739320]
Hi

i asked this question before “Is there are a way to make a session with password ?” but after i installed the plugin i found out this in create session “allow join via presence friend only” does that mean if i tick this the only people who can see and join my game will be steam friends if i built it for steam online ?

Thanks

technically yes, but I haven’t tested that setting.

Passwords would have to manually be managed by you

[QUOTE=;739384]
technically yes, but I haven’t tested that setting.

Passwords would have to manually be managed by you

Thanks for the quick response, Could you please elaborate more about password ? do you mean its possible via BP only ? if so then can you give me a clue on how ?

Thanks a lot btw for all the free stuff you shared with the community really appreciated .

Hello, need some help here…
I can’t build project with advanced session plagin on ue4.10 (from launcher). Before that i compiled other project with this beautiful plugin without any problems. In this project i followed long youtube guide, it works fine in the editor but i can’t build it, which is very sad. So i hope there is some solution.

build log:
[SPOILER]MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users//Documents/Unreal Projects/coopadvancedlobby/coopadvancedlobby.uproject -cook -stage -archive -archivedirectory=C:/Users//Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/UE_4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users//AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.10)
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.10\Rules)
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.10\Rules\UATRules173848685.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Desktop
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=coopadvancedlobby
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=coopadvancedlobby
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe coopadvancedlobby Win64 Development “C:\Users\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject” -remoteini=“C:\Users\Documents\Unreal Projects\coopadvancedlobby” -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2,1671245s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.10\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe coopadvancedlobby Win64 Development “C:\Users\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject” -remoteini=“C:\Users\Documents\Unreal Projects\coopadvancedlobby” -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Creating makefile for coopadvancedlobby (changes to target files)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link coopadvancedlobby.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedSessions.generated.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedSessions.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(OnlineSubSystemHeader.h.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedExternalUILibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedFriendsInterface.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedFriendsGameInstance.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedFriendsLibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedSessionsLibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(AdvancedVoiceLibrary.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(CancelFindSessionsCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(CreateSessionCallbackProxyAdvanced.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(EndSessionCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(FindFriendSessionCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(FindSessionsCallbackProxyAdvanced.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(GetFriendsCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(GetRecentPlayersCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(SendFriendInviteCallbackProxy.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-AdvancedSessions.lib(UpdateSessionCallbackProxyAdvanced.cpp.obj) : error LNK2038: ���������� �������������� ��� “_MSC_VER”: �������� “1800” �� ������������� �������� “1900” � UE4-Launch.lib(Module.Launch.cpp.obj)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ��������� ���������� C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.lib � ������ C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe : fatal error LNK1319: ���������� ��������������: 18
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\Documents\Unreal Projects\coopadvancedlobby\Binaries\Win64\coopadvancedlobby.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 22,33 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 22,379298s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe coopadvancedlobby Win64 Development “C:\Users\Documents\Unreal Projects\coopadvancedlobby\coopadvancedlobby.uproject” -remoteini=“C:\Users\Documents\Unreal Projects\coopadvancedlobby” -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.07.20-19.36.36.txt’
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean F
MainFrameActions: Packaging (Windows (64-bit)): orceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Windows (64-bit)): в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (64-bit)): в BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): в BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.InternalUtils.RunSingleInstance(Action1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): в AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error[/SPOILER]

[QUOTE=mhnoni;739442]
Thanks for the quick response, Could you please elaborate more about password ? do you mean its possible via BP only ? if so then can you give me a clue on how ?

Thanks a lot btw for all the free stuff you shared with the community really appreciated .

You would have to have the password in the additional settings, there are better ways of handling it but none of them are exposed in engine.

This is of course open to exploits, but you would have to handle back and forth communication otherwise.

Hi . Can I get ur email? I am not able to attach pics to the forum PM. Also, do the keys for steam have to be in Capital Letters.

Hi,

So I just got friend invites working and am confused about one thing:

On this node:
731df52d4d14cf85468f466ef36dcc1e8b0125c9.jpeg

“Person Inviting” Sounds like it would pass the NetID of the person who Invited you to join, however, it currently just returns your own NetID - Is this correct? If so it seems kind of redundant.

I would really like to grab the invitee NetID from here so I can inform the player of who they are joining before they join them, if that makes sense.

Thanks.

[QUOTE=;739472]
You would have to have the password in the additional settings, there are better ways of handling it but none of them are exposed in engine.

This is of course open to exploits, but you would have to handle back and forth communication otherwise.

Ok thanks again, hope you can add it in your road-map in case its possible .

[QUOTE=brisck1;739552]
Hi,

So I just got friend invites working and am confused about one thing:

On this node:
731df52d4d14cf85468f466ef36dcc1e8b0125c9.jpeg

“Person Inviting” Sounds like it would pass the NetID of the person who Invited you to join, however, it currently just returns your own NetID - Is this correct? If so it seems kind of redundant.

I would really like to grab the invitee NetID from here so I can inform the player of who they are joining before they join them, if that makes sense.

Thanks.

Yeah I recently re-named that field in that node because it was incorrect (what you see is the incorrect version).

And I don’t have access to anything else other than the self ID. There is supposed to be a “received invite” event but it isn’t actually hooked up anywhere in the back end of any subsystem currently.

[QUOTE=;739577]
Yeah I recently re-named that field in that node because it was incorrect (what you see is the incorrect version).

And I don’t have access to anything else other than the self ID. There is supposed to be a “received invite” event but it isn’t actually hooked up anywhere in the back end of any subsystem currently.

ah ok, that sucks, I’ll just have to simplify things for now then.

Am I on an older version of the plugin then?

[QUOTE=brisck1;739580]
ah ok, that sucks, I’ll just have to simplify things for now then.

Am I on an older version of the plugin then?

Yes you must be

any chance to have 4.17 branch soon?
thanks!

[QUOTE=Curs0;740670]
any chance to have 4.17 branch soon?
thanks!

Yeah i’ll push it live, I already had one but 4.17 was pretty unstable in preview1

Edit 4.17 preview 2 prepackaged are uploaded and the repository has its 4.17 beta branch

Hmm if adding the plugin to a new project in 4.17 preview 2, i get this message:

3dc5f13d7e805ad314c303d19462cf67664088c8.jpeg

dddd68a2866455c0d6755f719ace143a6c0fd8e6.jpeg

[QUOTE=JJGG117;741047]
I already have a gamemode that isn’t AdvancedFriends. Is there a way I can combine my gamemode with AdvancedFriends without reparenting? Can I just add the AdvancedFriends interface to my gamemode?

Also, can I get Steam Overlay Invite/Join Friends to work? Or MUST I create a friends list in game?

I’m assuming you meant Game Instance…

But

No because the GameInstance specifically binds to some subsystem delegates, but you can run a parent child architecture as deep as you want so unless the other GameInstance is also c++ it shouldn’t be an issue as you can re-parent it as well.
The interface is for the player controller to receive updates relevant to it instead of handling everything in the game instance, its not required.

[QUOTE=MADHOUSE;741185]
Hmm if adding the plugin to a new project in 4.17 preview 2, i get this message:

I’ll re-compile it again, sometimes when switching versions if I don’t fully clean out intermediate files it has issues.

[QUOTE=;741200]
I’ll re-compile it again, sometimes when switching versions if I don’t fully clean out intermediate files it has issues.

I could compile it when adding it to a c++ only project, after which it could be used with a BP only project, and seems to work as expected.
Not sure if that is by design or just an anomaly. Im pretty sure plugins used to compile when starting projects even if they are BP based.

Perhaps im just wrong and im remembering incorrectly, if so I apologize!