Closed cslak closed 2 years ago
This issue is not present in 4.26
There are multiple people I am aware of using dedicated servers with 4.27, and dedicated servers don't have a unique net ID anyway on steam.
im sorry not dedicated server, i believe this shows the uniqueID of a player, which is blank
also when client calls steampersonaname, always returns null in 4.27.2, but not in 4.26
how soon did you check? if its another player and you are getting it from the player state, that array doesn't replicate right away.
I can give it a test tomorrow, however I would have assumed I would have heard about this in the months of 4.27 being out.
Used delay node with 10 seconds
I'm not seeing this issue in 4.27 (or ue5 for that matter which has the same changes that 4.27 had).
You have a SS of your blueprint nodes for that section? Also have you tried with the local player controller and the first index in the gamestate->playerarray. Just curious if you can't even pull your own.
Good idea, let me try that now, I'll post screenshot in a sec
this works when i host a session, but not when join a dedicated server(there is a is dedicated server note)
about to try this
did you not implement the steam auth setup from here?: https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/Steam/
for the record, the plugin doesn't interfere / alter the core subsystems at all, so if something DID break on the subsystems end, there is nothing I can do about it.
So yes, get game state> player array>length works fine
No, i do not use steamauth, as well as i am not using this: bInitServerOnClient=true
is steamauth required? is this(bInitServerOnClient=true) required to be enabled as well?
what connection are you trying to get the persona name on even, the client or the server
server assigns it, pulls it from the clients playerstate
UniqueID assignment isn't done by this plugin, if dedicated servers aren't filling that out anymore its on Epics end. Obviously from the listen server perspective everything is working correctly here, and the unique net id assignment is engine side.
I don't have a dedicated built to test against, but even if I did it wouldn't resolve that. They upped the steam SDK to a new version in 4.27 and broke quite a lot of things.
unique net id assigns fine, just checked it Only thing doesnt get pulled properly is getsteampersonaname
you said multiple times it was logging as unknown...
it is! just ran a few print strings, and it seems to assign the proper uniqueID
i'll note, that as far as I knew dedicated servers shouldn't even have access to that portion of steam anyway. It was suprising to me that you said it was working in 4.26.
its possible that they used to use the full SteamAPI_Init() call in prior versions but (correctly) switched over to SteamGameServer_Init() in 4.27 when using the new SDK.
Yes 4.26 works just fine
do you know if usage of bInitServerOnClient=true is required?
it is not, though generally you are supposed to be pulling persona names locally on clients anyway since they are always going to be connected to the steam api.
In last 4.27.2 dedicated server returns UniqueID: Steam: UKNOWN
Purely using advanced steam sessions, with no steam sockets plugin enabled.