I’m getting a bunch of errors in my log and it’s stopping anything from happening ingame… This is from joining with 2 players and a dedicated server with PIE.
Anyone got any ideas? I swear it wasn’t doing this before
...
LogWorld: Bringing World /Game/Maps/UEDPIE_3_PlayPen.PlayPen up for play (max tick rate 0) at 2020.01.17-00.02.00
LogWorld: Bringing up level for play took: 0.000433
LogLoad: Took 0.056065 seconds to LoadMap(/Game/Maps/UEDPIE_1_PlayPen)
LogNet: Client netspeed is 10000
LogNet: Join request: /Game/Maps/PlayPen?Name=DESKTOP-CTQL30I-D4C31BA848EE89032EFDBBB6D26C0DE8?SplitscreenCount=1
**LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)**
LogNet: Join succeeded: DESKTOP-CTQL30I-D4C3
LogNet: Client netspeed is 10000
LogNet: Join request: /Game/Maps/PlayPen?Name=DESKTOP-CTQL30I-1B86F8DC4BF835C091479F9D200ED37D?SplitscreenCount=1
**LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)**
LogNet: Join succeeded: DESKTOP-CTQL30I-1B86
LogTemp: Warning: OnRep_SkillName fired without ActiveSkill
LogTemp: Warning: OnRep_SkillName fired without ActiveSkill
LogTemp: Warning: OnRep_SkillName fired without ActiveSkill
LogTemp: Warning: OnRep_SkillName fired without ActiveSkill
**LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_BaseCharacter_C_1. Function ServerUpdateActiveSkillName will not be processed.
LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_BaseCharacter_C_1. Function ServerModifyPlayerFuel will not be processed.
LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_BaseCharacter_C_1. Function ServerUpdateActiveSkillName will not be processed.
LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_BaseCharacter_C_1. Function ServerModifyPlayerFuel will not be processed.
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)
LogOnlineSession: Warning: OSS: No game present to join for session (GameSession)**
No need to clear anything. PIE has many restrictions when testing network/sessions, you should create two bat files, one for a server and one for a client and start them separatly.
I just recently went to 4.26.1 and I am now seeing these errors. However, I am running just fine. I am doing the same as you except for 3 players. I have overridden RestartPlayer in my subclassed GameMode recently and was thinking that was the trigger for these errors, but seeing your report I am not leaning that way now.
I searched the engine for “No game present to join for session” and it comes from listing below. Nothing I am explicitly using.
I would focus on your “No owning connection errors”.
Code File Line Column
UE_LOG_ONLINE_SESSION(Warning, TEXT(“No game present to join for session (%s)”), *SessionName.ToString()); E:\UE4Source\Engine\Plugins\Online\OnlineSubsystemTencent\Source\Private\OnlineSessionTencentRail.cpp 774 40
UE_LOG_ONLINE_SESSION(Warning, TEXT(“No game present to join for session (%s)”), *SessionName.ToString()); E:\UE4Source\Engine\Plugins\Online\OnlineSubsystemSteam\Source\Private\OnlineSessionInterfaceSteam.cpp 1469 40
UE_LOG_ONLINE_SESSION(Warning, TEXT(“No game present to join for session (%s)”), *SessionName.ToString()); E:\UE4Source\Engine\Plugins\Online\OnlineSubsystemNull\Source\Private\OnlineSessionInterfaceNull.cpp 900 40
This warnig is generated when you join an EOS session without overriding the variable ‘FName SessionName’ of the class AGameSession. so when the function RegisterPlayer is called after a Join, the parameter SessionName passed by the class to this function is None and so this function return a non success state. make sure to override the variable value before calling join function. here an example:
In RegisterPlayer override function
// Override RegisterPlayer function
void AEOSgameSession::RegisterPlayer(APlayerController* NewPlayer, const FUniqueNetIdRepl& UniqueId, bool bWasFromInvite)
{
Super::RegisterPlayer(NewPlayer, UniqueId, bWasFromInvite);
SessionName =aSessionName; // override SessionName value
.
.
//... your logic when a player registered...
}