OnlineSessionInterfaceNull Sessions.Num() always zero
I am currently trying to debug and implement player to player voice communication between two players on a dedicated server. I am only so versed in all of the C++ I am digging through so please tell me if I am totally barking up the wrong tree.
Further information: It appears that RegisterLocalTalker and RegisterRemoteTalker are not being used here (breakpoints arent hit). I am using blueprints to host the server session and also to join the server, would this cause something in the subsystem to not generate a recognizable session?
As it turns out, connecting to my server via 'open ' is not the proper way to join a session, and results in connected clients ignoring the session that does in fact exist on the server. In order to solve this I had to set up a session in c++ (I couldn't find the one hosted through Blueprints) and used the find and join session blueprint nodes to connect to my server. The session is now accessable along with all of the functions I need. Huzzah!
answered Mar 20 '15 at 07:00 PM
What online subsystem are you using? (if any). From the sound of your post you're not actually using an Online subsystems (aka Steam/PSN/...) which are implementing the interface. Resulting in no session whatsoever
answered Mar 20 '15 at 01:34 PM
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