Community Project | Cardinal Menu System Instructions, Help, and Discussion
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@Thaddeus CardinalMenu_Project_v161204
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@Thaddeus I test, in the LAN open steam, the search can not be the host, but the network can be searched outside, what is the reason? I also closed the firewall
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@Thaddeus Ask a question, the use of a compiled engine can be a normal search, the use of the source code to compile the engine can not search the host.
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Source code compiled steam, can not search the host, excuse me why?
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Hello, boss, can you use the source code to test it? The search for the source code is not the steam host. Please help me
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I just downloaded the 4.14 version of the project and packaged it, deployed it to my desktop and laptop, and tested it in both Steam and LAN. It works. I didn't change anything with the project. If yours doesn't work, I cannot tell you why. Attached are screenshots showing my results of the tests. (These tests were conducted on the same LAN network with the server being wired to a switch connected directly to a router and the client being wireless connected to a wireless access point.)
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@Thaddeus said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
I just downloaded the 4.14 version of the project and packaged it, deployed it to my desktop and laptop, and tested it in both Steam and LAN. It works. I didn't change anything with the project. If yours doesn't work, I cannot tell you why. Attached are screenshots showing my results of the tests. (These tests were conducted on the same LAN network with the server being wired to a switch connected directly to a router and the client being wireless connected to a wireless access point.)
Well, thank you, because I am the engine compiled with the source code. I can not search it by packing it, and you can search it with a compiled engine.
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Can you try using source code to test it?
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I found the problem of source code, UE_LOG_ONLINE (Warning, TEXT ("Removed incompatible build: ServerBuildUniqueId = 0x%08x, GetBuildUniqueId (= = 0x%08x"), Session.SessionSettings.BuildUniqueId, 0x%08x); the 2 ones are not equal.
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That test I did was with the source code. I can try the binary package released on the website as well if you'd like. After a quick search, it sounds like Steam Test AppID 480 throwing that error might be related to having too many people using the test ID in your region. You might need to get your own AppID for your project for Steam. https://answers.unrealengine.com/questions/558932/steam-removed-incompatible-build.html
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Hey so I just downloaded the latest version of cardinal menu (4.18), and I seem to be having problems with the controls settings not fully showing up on a packaged version of the game which seems to break the characters movements within the example map. I have checked the defaultinput.ini file within the packaged game and the axis and action mappings are there in alphabetical order. The controls show up just fine within the standalone game when in editor but not sure why it's breaking for the packaged game unless I'm missing something. Any ideas?
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Hmm, that's strange. I've seen a lot of weird bugs with the control mapping lately. I'll look into it.
Edit: I just tested CardinalMenu_Demo_v171227_418 and the bindings were present. Is this happening when you package the uProject Files or when you download the Demo?
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@Thaddeus It's happening when I package the .uproject. It works fine within the editor when playing standalone or launching the game but once I package it, it breaks.
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@SkillzKilli said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus It's happening when I package the .uproject. It works fine within the editor when playing standalone or launching the game but once I package it, it breaks.
You have to manually drop the config files into the packaged directories once it's done. Below is where I put them in the demo to get it to work. For some reason the editor doesn't automatically place them when you package.
\CardinalMenu\Saved\Config\WindowsNoEditor\Input.ini
and
\CardinalMenu\Config\DefaultInput.iniDid that work? You might have to create some directories if they are not automatically present.
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@Thaddeus That fixed it, thankyou! I also have another problem that showed up when testing the packaged build with my brother over steam. When I went to host a game he was able to see it in the server list but when he went to double click it it threw an error saying couldn't connect to server. Then I tried to join one that he created but it never showed up for me but rather showed the game I made and said that he was within that game. Tried reloading the game to see if that would fix the problem but still ran into the same server listed. Also not sure if you fixed it or not in an earlier version but the ping was showing 9999 still.
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There's still no fix for the 9999 ping bug. I use the ping plugin on the main project for it, though, and broadcast the hosts IP as a session variable. The problem is Epic hasn't implemented pings for listen server sessions.
As far as the hosting and seeing sessions goes, I've had problems with LAN and WiFi. I'm sure it has something to do with network configuration. (Possibly a security setting about broadcasting packets over a WiFi access point)
If your test was over the internet, it could also be firewall rules causing the issue or Steam region lock. Since this uses Steam Test APPID's, sometimes I've had issues with Steam. If you have your own APPID, then that issue should go away. (If it's related to region locking)
Those are the three issues I've seen.
Was your multiplayer session broadcast test over LAN with WiFi? Or over the internet?
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@SkillzKilli I'm glad to know that fixed your inputs! The input system has been quite the headache. I hope Epic changes the way it works soon. But I think they are more concerned about the serious engine stuff.
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@Thaddeus it was over the Internet, we were in the same state just 500 miles apart so I don't think the region thing shouldn't be an issue (Washington state). Could be something with our firewalls but not too sure on how to check if that's the culprit? I can test more when I get home from work tonight. I'm also using the test appid for this.
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Sorry forgot to login haha
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Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:
@Thaddeus it was over the Internet, we were in the same state just 500 miles apart so I don't think the region thing shouldn't be an issue (Washington state). Could be something with our firewalls but not too sure on how to check if that's the culprit? I can test more when I get home from work tonight. I'm also using the test appid for this.
It's likely a firewall issue if nobody is reporting problems with Steam's test appid. I've heard a lot of problems with in in China, but not here.
It is possible that maybe there's too many people using the test appid at the same time when you tested it. I can't remember off my head, but OnlineSessionPlugin only fetches so many sessions by default. The way the server browser works is by filtering out all non-matching sessions. That could be the issue. Or a firewall issue.
If you find out that it's a firewall thing and you plan on releasing a big commercial game, I think UWorks does NAT punchthrough. (To bypass firewalls without configuration) I haven't tried it since it's $109 on the marketplace, but I hear it's pretty good.