Hi there, I’m facing a strange problem. I’m trying to get my game client to find my dedicated server using OnlineSubsystemSteam (and the Find Sessions Advanced node). I get zero results on my client shipped on Steam. I’ve got an app-specific ID (I don’t use 480).
I tried to ship a debug version of the game to see what’s going on and the console seems to successfully load the Steam SDK, initiate a session search, and log:
LogOnlineSession: STEAM: Found 0 lobbies, finalizing the search
Earlier if I tried to launch the game from the .uproject, nothing was found either but the log said that there was a session found but excluded from the search results for network version mismatch. So I’ve edited this line on the server-side to always return true
and now the “Launch Game” client is able to successfully list the dedicated server’s session, the log output is:
LogOnlineSession: STEAM: Found 0 lobbies, finalizing the search
LogOnlineSession: Warning: STEAM: Server response IP:83.125.131.127
LogOnlineSession: Warning: STEAM: Rules response CONMETHOD P2P
LogOnlineSession: Warning: STEAM: Rules response OWNINGID 90150606463817730
LogOnlineSession: Warning: STEAM: Rules response OWNINGNAME 90150606463817730
LogOnlineSession: Warning: STEAM: Rules response P2PADDR 90150606463817730
LogOnlineSession: Warning: STEAM: Rules response P2PPORT 7777
LogOnlineSession: Warning: STEAM: Rules response SESSIONFLAGS 171
LogOnlineSession: Warning: STEAM: Rules refresh complete
LogScript: Script Msg: Found a session. Ping is 89
I don’t know if editing the mentioned line is a good idea or not. I’m just desperately trying to make it work somehow.
For the shipped game client started from Steam client I still only get the original error and no find results. If I try to search the dedicated server over LAN though, it normally appears in the session find results and I can connect to it without any issues.
My Create Advanced Session node (it prints out the message OnSuccess):
My Find Sessions Advanced node (I use no filters just to make sure I wouldn’t exclude the game server from search results, which should be find since on my App ID should only be one game server online):
The session search widget on Launch Game client:
The exact same game client deployed to and started using Steam:
My current DefaultEngine.ini
[URL]
GameName=SurvivalGameKitV2BP
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/SurvivalGameKitV2/Maps/Showcase.Showcase
LocalMapOptions=
TransitionMap=/Game/SurvivalGameKitV2/Maps/TransitionMap.TransitionMap
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Game/RTD/Blueprints/GI.GI_C
GameDefaultMap=/Game/RTD/Maps/Loading.Loading
ServerDefaultMap=/Game/RTD/Maps/Demo.Demo
GlobalDefaultGameMode=/Game/RTD/Blueprints/GameGM.GameGM_C
GlobalDefaultServerGameMode=None
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
MinimumiOSVersion=IOS_11
[OnlineSubsystem]
PollingIntervalInMs=20
DefaultPlatformService=Steam
VoiceNotificationDelta=0.2
bUsesPresence=false
[OnlineSubsystemSteam]
bEnabled=true
bHasVoiceEnabled=false
SteamDevAppId=1496770
SteamAppId=1496770
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=0
bAllowP2PPacketRelay=false
P2PConnectionTimeout=90
bUsesPresence=false
Achievement_0_Id=""
[PacketHandlerComponents]
+Components=OnlineSubsystemSteam.SteamAuthComponentModuleInterface
[Core.Log]
LogStreaming=Verbose
LogConfig=Verbose
LogProperty=Verbose
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
[Voice]
bEnabled=false
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/UMI")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/UMI")
bSmoothFrameRate=False
NearClipPlane=1.000000
MaximumLoopIterationCount=100000000
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=False
[/Script/Engine.NetworkSettings]
net.MaxRepArraySize=65535
n.VerifyPeer=False
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Interaction",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Interaction",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="BuildPart",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="WorldItem",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="WorldDynamic object only blocks Interaction trace type.",bCanModify=True)
+Profiles=(Name="DeadPlayerCapsule",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="Grid",Response=ECR_Ignore),(Channel="BuildGrid",Response=ECR_Ignore)),HelpMessage="Pawn capsule collision for when a character has died",bCanModify=True)
+Profiles=(Name="DeadPlayerMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="BuildGrid",Response=ECR_Ignore)),HelpMessage="Character mesh collision for when a character has died",bCanModify=True)
+Profiles=(Name="BuildPreview",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="BuildPart",Response=ECR_Overlap),(Channel="Grid",Response=ECR_Ignore),(Channel="BuildGrid",Response=ECR_Ignore)),HelpMessage="This is the collision settings for the preview of build parts",bCanModify=True)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Interaction",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Weapon",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="Projectile",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="BuildPart",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="Grid",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel6,Name="BuildGrid",DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Grid",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Interaction",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap),(Channel="BuildGrid",Response=ECR_Overlap)))
+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="Interaction",Response=ECR_Overlap),(Channel="Weapon",Response=ECR_Overlap),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap),(Channel="BuildGrid",Response=ECR_Overlap)))
+EditProfiles=(Name="Spectator",CustomResponses=((Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore),(Channel="BuildPart",Response=ECR_Ignore),(Channel="BuildGrid",Response=ECR_Ignore)))
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap),(Channel="BuildGrid",Response=ECR_Overlap)))
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Interaction",Response=ECR_Ignore),(Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Ignore)))
+EditProfiles=(Name="UI",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Projectile",Response=ECR_Overlap),(Channel="BuildPart",Response=ECR_Overlap),(Channel="BuildGrid",Response=ECR_Overlap)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Visibility")))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BuildCollision",NewName="BuildPreview")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="BuildingGrid",NewName="BuildGrid")
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableShapeSharing=False
bEnablePCM=True
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000)
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.020000
MinContactOffset=2.000000
MaxContactOffset=8.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableKinematicStaticPairs=False
bDisableKinematicKinematicPairs=False
bDisableCCD=False
bEnableEnhancedDeterminism=False
AnimPhysicsMinDeltaTime=0.000000
bSimulateAnimPhysicsAfterReset=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10
+PhysicalSurfaces=(Type=SurfaceType1,Name="Flesh")
+PhysicalSurfaces=(Type=SurfaceType2,Name="Stone")
+PhysicalSurfaces=(Type=SurfaceType3,Name="Wood")
DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2)
ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double)
[/Script/LuminRuntimeSettings.LuminRuntimeSettings]
IconPortalPath=(Path="")
Would anyone be able to enlighten me on what could be going on here? I’ve been trying to resolve this problem for days and tried possibly every potential solution I could find on the internet. This is my first encounter with Steamworks SDK. Thanks for any hints!
Also willing to pay if anyone with more experience wants to help me look into the issue, Discord Kaspi#0809 in case
Using 4.26.2 source version