“JoinSession” node is not traveling to the Servers map,how to set?
Use Dedicated servers , UE4.21
[2018.11.30-22.09.50:989][108]LogOnlineSession: OSS: Join session: traveling to 192.168.1.8:0
[2018.11.30-22.09.50:990][108]LogNet: Browse: 192.168.1.8:0//Game/Map/Start
[2018.11.30-22.09.50:990][108]LogNet: World NetDriver shutdown IpNetDriver_0 [GameNetDriver]
[2018.11.30-22.09.50:990][108]LogNet: DestroyNamedNetDriver IpNetDriver_0 [GameNetDriver]
[2018.11.30-22.09.50:990][108]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.1.8:7777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, UniqueId: Null:SC-201807211748-16FD6DBD4C9BB17B244D08932E67A663, Channels: 19, Time: 2018.11.30-22.09.50
[2018.11.30-22.09.50:990][108]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.1.8:7777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, UniqueId: Null:SC-201807211748-16FD6DBD4C9BB17B244D08932E67A663
[2018.11.30-22.09.50:991][108]LogExit: GameNetDriver IpNetDriver_0 shut down
[2018.11.30-22.09.50:991][108]LogTemp: Display: ParseSettings for GameNetDriver
[2018.11.30-22.09.50:991][108]LogTemp: Display: ParseSettings for IpNetDriver_1
[2018.11.30-22.09.50:991][108]LogTemp: Display: ParseSettings for PendingNetDriver
[2018.11.30-22.09.50:991][108]LogInit: WinSock: Socket queue 32768 / 32768
[2018.11.30-22.09.50:993][108]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2018.11.30-22.09.50:993][108]LogNet: Game client on port 0, rate 10000
[2018.11.30-22.09.51:000][108]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.11.30-22.09.51:023][109]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.11.30-22.09.51:048][110]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
ok soooo,on open level you specify the level you want to open not your ip
on the join session don’t use a for loop but get the 0 index of the array and use that
ok soooo,on open level you specify the level you want to open not your ip
on the join session don’t use a for loop but get the 0 index of the array and use that
Not to mention that the CreateSession there isn’t actually set to Dedicated Server…
Was able to get it working today.
First issue: We were passing 1 to CreateAdvancedSession::PublicConnections which must at least be 2 for listen server. Thats the reason it did not show up in the ServerBrowser at first (UsePresence = true).
Second Issue: We used the OpenLevel Blueprint-Node and passed in ‘-listen’ as option. The ‘-’ was to much.
Third Issue: The config file. With the following config we got it working.
You might want to add this Comment to your CreateAdvancedSession function .
/**
* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
*/
You might want to add this Comment to your CreateAdvancedSession function .
/**
* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
*/
a player Creates a session
Another player cannot join the session,why?
“JoinSession” node is not traveling to the Servers map,how to set?
Use Dedicated servers , UE4.21
a player Creates a session
Another player cannot join the session,why?
“JoinSession” node is not traveling to the Servers map,how to set?
Use Dedicated servers , UE4.21
Are you actually running a source build to generate the dedicated server build target?
Also why are you opening the level with an IP address after creating the session?
I have a dedicated server. For some reason when I enabled the Steam advanced sessions plugin, I can no longer connect directly to my server via IP. When I disable the steam plugin and just use the Advanced Sessions, I can connect and play again.
Is this a known issue? What exactly is going on here that’s preventing a direct connect?
I also want to point out that the server does show up on steam server LAN list, but not on Internet list.
I have a dedicated server. For some reason when I enabled the Steam advanced sessions plugin, I can no longer connect directly to my server via IP. When I disable the steam plugin and just use the Advanced Sessions, I can connect and play again.
Is this a known issue? What exactly is going on here that’s preventing a direct connect?
I also want to point out that the server does show up on steam server LAN list, but not on Internet list.
Steam module literally just loads the steam headers, it does nothing else unless you start using some nodes, it is very unlikely to be directly related. The only thing that could possibly interfere is that it requires the steam subsystem to be active, so if you are normally running without it then there would be a difference.
I’ll note that there is a change in the current version that moves the steam hashing over to the new format in 4.21, but that is on a copy class not the original so it also wouldn’t interfere.
Steam module literally just loads the steam headers, it does nothing else unless you start using some nodes, it is very unlikely to be directly related. The only thing that could possibly interfere is that it requires the steam subsystem to be active, so if you are normally running without it then there would be a difference.
I’ll note that there is a change in the current version that moves the steam hashing over to the new format in 4.21, but that is on a copy class not the original so it also wouldn’t interfere.
Hence why I asked this question. It makes no sense. With the steam plugin disabled, I can connect to the server via IP. With the steam plugin enabled, I can no longer direct connect.
If that doesn’t make sense, then you now know why I’m here confused as f lol
I have a dedicated server. For some reason when I enabled the Steam advanced sessions plugin, I can no longer connect directly to my server via IP. When I disable the steam plugin and just use the Advanced Sessions, I can connect and play again.
Is this a known issue? What exactly is going on here that’s preventing a direct connect?
I also want to point out that the server does show up on steam server LAN list, but not on Internet list.
Had the same issue that the server showed up LAN server. But was trying to connect to a listen server, and had UsePresence on the server set to false.
As sayed it makes use of the Steam subsystem, which uses steam netdriver/connection. You can go into the CreateAdvanvedSession BlueprintCallbackProxyBase::Activate and set a breakpoint in there, then step trough the code. The function brings you in the OnlineSubsystem used. Try with Steam plugin enabled/disabled and see whats the difference.
running a source build to generate the dedicated server build target
opening the level with an IP address after creating the session,Used as another client connection
a player Creates a session
Another player cannot join the session,why?
“JoinSession” node is not traveling to the Servers map,how to set?
Use Dedicated servers , UE4.21
[2018.12.05-06.29.02:834][795]LogOnlineSession: OSS: Join session: traveling to 192.168.1.8:0
[2018.12.05-06.29.02:835][795]LogNet: Browse: 192.168.1.8:0//Game/Map/Start
[2018.12.05-06.29.02:835][795]LogNet: World NetDriver shutdown IpNetDriver_0 [GameNetDriver]
[2018.12.05-06.29.02:835][795]LogNet: DestroyNamedNetDriver IpNetDriver_0 [GameNetDriver]
[2018.12.05-06.29.02:835][795]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.1.8:7777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, UniqueId: Null:SC-201807211748-16FD6DBD4C9BB17B244D08932E67A663, Channels: 20, Time: 2018.12.05-06.29.02
[2018.12.05-06.29.02:835][795]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.1.8:7777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, UniqueId: Null:SC-201807211748-16FD6DBD4C9BB17B244D08932E67A663
[2018.12.05-06.29.02:836][795]LogExit: GameNetDriver IpNetDriver_0 shut down
[2018.12.05-06.29.02:836][795]LogTemp: Display: ParseSettings for GameNetDriver
[2018.12.05-06.29.02:836][795]LogTemp: Display: ParseSettings for IpNetDriver_1
[2018.12.05-06.29.02:836][795]LogTemp: Display: ParseSettings for PendingNetDriver
[2018.12.05-06.29.02:837][795]LogInit: WinSock: Socket queue 32768 / 32768
[2018.12.05-06.29.02:838][795]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2018.12.05-06.29.02:838][795]LogNet: Game client on port 0, rate 10000
[2018.12.05-06.29.02:845][795]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.12.05-06.29.02:869][796]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.12.05-06.29.02:898][797]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.12.05-06.29.02:922][798]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver