Client Quitting/Leaving A Multiplayer Session - UE4.22
I've been having a hard time figuring this out. I feel like it shouldn't be nearly as hard as it is. Can anyone tell me how to properly disconnect a player from the session they are connected to? Every solution I've come up with either ends up taking the player back to the main menu but keeping them connected to the session, so you can still hear them and the player count remains the same. Or it just does absolutely nothing at all. This is the last bit of net code I've been struggling with and it's been really frustrating because I honestly expected it to be easy to do, especially compared to all the other networking functionality I've implemented. How do I properly disconnect a player from a session and game they are connected to and return them to the main menu?1.2KViews0likes0Comments[Unreal] Unable to join session
I read in the forum that there were some updates/fixes regarding Oculus Sub Systems so I tried to create and join a session today (create session with a "Browse Pool" and joining via "Join Session", all via blueprints) and after finding the session I (still) can not join the session with the client (no connection is being established and no map is being opened). I was using the Unreal Studio multiplayer project preset and simply changed the relevant session nodes to the Oculus BP nodes. I also changed the DefaultEngine.ini, added the entitlement check and activated the Oculus Sub System Plugin. Unreal version 4.21.1 (Epic Launcher version) I packaged the project for testing so it should not be using the wrong net driver. Attached you can find the logs and my Engine.ini file. Here are the project files if anybody wants to have a look at them: http://gofile.me/3trey/KMSNNsOFb Does anybody know, what I need to change to get it to work?1.4KViews0likes3CommentsBlueprint Oculus OSS servername is empty
Hi, I have set up a Matchmaking pool and I am able to host and join a multiplayer session using blueprint with the rift. My problem is the session search result returns an empty string for the server name. I am always just joining the first session in my results array. What do I need to do to get either a host name or ID so I can select from multiple hosts?797Views0likes3CommentsFBitWriter overflowed, only with the Oculus subsystem
For one of our projects we need to execute some client operations on server (for replication) in a reliable way. We are trying to run the game on a not so powerful network (5 Mbit downlink/ 1 Mbit uplink); just some seconds after the client has joined the session, this always causes, on the client side, a connection closing with the following message: LogNetSerialization:Error: FBitWriter overflowed! (WriteLen: -1, Remaining: 4014, Max: 4014) LogNet:Warning: Closing connection. Can't send function 'ServerOperation' on PlayerController_0': Reliable buffer overflow. FieldCache->FieldNetIndex: 32 Max 103. Ch MaxPacket: 512. I understand which is the problem. The buffer of reliable events is full, so it cannot guarantee some reliable operations to be executed reliably, so its fallback is closing connection. I tried to reduce the actors' replication frequency, reduce the number of reliable replicated events, increase the replicated buffer's size. The problem is still there, after some seconds the connection is shutted down. Apparently this problem is not strictly related to Oculus, but I also tried with the Null and Steam subsystems and, with both of them, the connection is stable for hours... May you help to investigate on which is the real problem and which are the possible solutions?1.3KViews0likes1Comment