Epics Unreal engine 4… best ‘game’ i’ve ever played… looking forward to 4.22 with two new ‘free’ levels, control rigs linked to sequencer (i was just thinking of making something like that) and niagara… i’ve run out of challenges in life, i can only challenge myself now (life was wayyy too easy)… thanks Epic for all the good times…
happy international womens day to all of you… i can’t keep quiet (no no no) (smile)…
Found the problem…the SteamServerInit was failing, I needed to copy the steam dlls into the exe location to fix…perhaps there is a more proper way to fix that I’ll research later. Didn’t have to do this for 4.19.2.
Nice to see the authentication stuff working from the log. I’m curious as to how that works. Is it that the client generates the auth ticket from the user who has access to the game on steam, then the server will generate an auth ticket for the user wanting the join and checks it’s ticket with the one sent from the client and if they match then the client can join? Is it something like that? I’m curious to test it using a user with the game package running with the steam client in the background who does not have permission for the game (i.e. has not bought it) to see if the ticket will get rejected from the server in that case.
I am curious about the fix for this. I’m currently working on a project that shipped on 4.19.2 and we are running into issues around something of this nature. As we are not quit ready to switch to 4.21 (it is planned in the near future to switch to this or 4.22) and we have an update we need to ship, I’d like to back port the change if possible. Just need to know which commit it happened in.