worth me uploading the source file or any others?
Honestly I would, source files are very small and won’t be super fast
I have put everything except the saved folder and intermediate, 47% done, should have thought just to do the config and source first since they are the most useful… oh well
this is getting ridiculously narrow, sorry for asking sooooooooooooo many questions!
Hahaha no worries. I will clone your project and try to get it working for you.
Thanks, its all up now except the intermediate folder and saved folder, are these important? they are 1.5 GB each so I’m reluctant to do them unless I have to!
Ah I think I might have fixed it, the steam overlay comes up now, I will have to try with a friend now to see if it is actually working, ill let you know how it goes.
I forgotten to add the line of code to the target.cs… stupid mistake, I don’t know for sure yet if its the only one. I did notice some warnings about steam as it was packaging so this might not be the end of it…
It doesn’t let me join myself with the game up twice on the same computer now, I’m taking that as a good sign since that’s what you mentioned happening, although it is slightly annoying.
Awesome, keep me updated. I am out of town for a wedding so I haven’t been able to spend much time looking at it. I’ll be home tomorrow and give it a look if you haven’t figured it out by then.
I tried it, apparently the steam overlay made the game crash if he opened it in the main menu for some reason but we managed to join each other and the overlay did not crash once we were on the other map.
Ill call that a success, I think
It has some replication problems though at the moment and you cant really fight each other at the moment the gameplay is too clunky but I can fix that
here is a video of the game, (hadn’t got the multiplayer working when I did the vid)
If you are using sessions then that doesn’t work over internet since the sessions are found within LAN(that’s why you tick the LAN box).
You have two options:
- Get Steamworks SDK running, it’s not that hard and you don’t need to be Greenlit to work with it.
- Go with direct IP connection route: Let the client enter IP address and then use it in Execute Console Command blueprint node.
Hey, I’m trying to host and find/join sessions like you and the MultiplayerShootout example. But I have a problem with finding the sessions. You say here that you can’t search for sessions while hosting it, but when I build the Multiplayer Shootout example I can host and find the session. And it’s also using Steam right?
The problem in my case is, I get a lot of ‘failures’ in ‘Find sessions’. Then I noticed something you and the example both have, and that’s the ‘Bad cast node’. Where did you find that one, how can I call it and what is it?
Sorry for those questions but your problem is closest to mine as I’ve found.
A bad cast node happens when you copy and paste a Cast node that isn’t aware of the object it’s trying to cast. I believe it was just an oversight in the Multiplayer Shootout example that someone didn’t delete it. Notice there is also a dangling “get controlled pawn” node that is also not doing anything in the first screen shot.
Im back again, turns out its only working intermittently, most the time when me and some friends tried searching while one of us hosted we all got “no sessions found” however we would sometimes also get “search failed” or sometimes it even found the sessions but gave me the “failed to join session” error, after some spamming of the join button we were sometimes able to join though, any idea what would cause this erratic behavior?
If it would help I could upload the project I’m working on for someone to have a look at, I am using the launcher version of the engine and a blueprint project.
I’d like to add, there’s a bug in one of your blueprints. I found the tutorial that set up this Steam/LAN connectivity and what not, and have it set up on my machine. In your Server List widget (image 2/4) right before Find Sessions, the code attempts to get sessions based on your toggled option for LAN versus Steam. [Get Game Instance] > [Cast To Node Error]. This should be casting to the “GI_MP_Steam” or your state-manager. As it is, you’re ALWAYS trying to scan Steam games, which may be part of your issue, as the test app_id may be used by other developers, and under variant amounts of network loads.
Found this post because I can’t find any Steam sessions, and the LAN sessions are coming up with null names, 0/0 players, and 9999 ping. Upon trying to join, I get a Join Session Failure message.