ok sent check youre pm . thanks
Thanks for project. As I suspected, both ping and player count showed correctly on my machine, as well as testing on multiple machines. I can guess that there’s a port or firewall issue on one or both machines you’re testing on. I’ll look into possible solutions to test for that tomorrow, but in meantime I’d recommend testing on machines on a different network than one you’re currently on, where more ports might be open.
Just to verify: you’re running Steam client on all machines while you’re testing this, correct? And you’re doing a Shipping Windows 64 package?
Well thanks for checking we appreciate it.
yes steam was running on all machines when testing. No I think we were using development build why would this make a difference. Ok ill check my router settings again which ports should be open again ?? Thanks again
Others reporting this have stated it only occurs in Shipping builds. I’d still say this looks like a firewall issue. Testing with all ports open would be first thing to try, though I think we use port 7777 by default.
Hi all,
We still haven’t been able to reproduce this in a new project, and I believe it’s primarily a port or firewall issues for most people. I have gotten a project from someone else which reproduced issue on my end for first time, but I believe it’s a separate issue causing this. We’re working on examining that project and what might be causing it, and if it appears related to this I will update this post. Until then, however, I’m going to resolve this post. If you run into this problem and have a reproduceable test case for us, please feel free to comment after testing with information above. Thanks!
I’ve tested project I linked above both in a local network and outside it, and never reproduced problem. If you download that project, test it on two different systems not on local network, with Steam enabled on both systems, it shouldn’t show you a ping of 9999 unless there is a firewall or port problem preventing that part of connection.
If you have no problems with that, but do with a separate project, please send a link to your project to me and I can look into it further.
We it is also on my game. I produced a normal multiplayer session setup and ping is 9999 but I can connect normaly to session.
Btw:
You said reproducible test… Setup a normal find sessions example with a widget that you add to child.
You need to test this with a other computer that is not in local network… but even if it has in local network a ping of 9999 without any firewalls or anti virus or something else.
Cheers.
I apologize, it looks like I may have a reproduction after all. I’ll update this post when I get somewhere with it and enter a report.
Hi all,
I apologize for delay, but I was finally able to reproduce this when attempting a connection between systems not on same network. I’ve created a bug report for issue (UE-27444), and we’ll update this post with any details as we get them. Thank you all for your patience and efforts to help us reproduce issue thus far!1
Is this fixed in 4.11? Or do we have to wait for 4.12 for an update?
This issue is still being investigated by our developers, and there is currently no timeline for a fix. I will provide updates on this issue as they become available.
Have a great day
Hey, I’m not sure if this information is useful but I’ll put it here either way just in case.
So I have a multiplayer game running via Steam, using advanced sessions plugin(4.11.2).
Whenever I play game online using a virtual machine, ping will always work and provide an accurate result.
However, if I’m playing with someone that is not on my network, it will always return 9999 with 100% probability.
We’ve tried using TeamViewer VPN but problem persists, as does it with firewall turned off and both clients running in DMZ mode.
I also read in a thread where someone stated that it works as intended when using C++ and only breaks when using BP node.
I’ve never used BP to C++ converter, but I could try that on my project and see if that works.
Again just an update that it’s still happening with 4.12.2. Hopefully it’ll be hotfixed before 4.13
I’m running 4.12.3 and I’m also get a ping rate of 9999, is there any update on this issue? (PS, It’s kinda not resolved.)
Hey Ashengar,
This issue is currently still in our system, but there is no timeline for when a fix will be released as of yet.
Has this issue now been fixed with release of 4.12.4 ?
This issue is currently in our system, but developers are focusing their attention on high-priority crash and showstopper bugs. As a result, there is not a timeline for when a fix will be released.
Have a great day
Okay thanks for update:) (Although not being able to test multiplayer over steam I thought would be pretty high)
So is this an Engine issue or is this an issue with a certain example project because I notice same problem in Generic Shooter Example Project.
I don’t understand how Epic can consider this as such a low priority so they don’t even have a timeline to fix this. For developers like me who rely heavily on Blueprints, this is a show stopper for many customers if they want to play online and there is no way of telling if a ping of a host is acceptable for them or not.
I am selling a multiplayer game that because of this issue does not show ping to players before they join a game. And because of that I got a lot of angry customers and even some refunds based on players criticising netcode for being poorly optimized, when in reality they were just unlucky and joined games with a ping that’s too high for them.