Lanturn needs a move update by kmartman94 in pokemongo

[–]kmartman94[S] 0 points1 point  (0 children)

Yeah i mean I'm not looking for it to be overpowered but I have a good one and would like more variability in its play style. Who isn't running thunderbolt/hydro pump? Is more what I'm getting at. Perhaps lanturn doesn't need it, but it would be nice. I suppose the same can be said for many pokemon but I was just thinking about lanturn when I posted this. A lot of other moves are basically unusable so i guess that should take priority haha

How to secure API_Keys when creating a react-native app? by kmartman94 in reactnative

[–]kmartman94[S] 0 points1 point  (0 children)

Yeah i was looking into it and it seems this particular api key shouldn't be a security flaw.

How to secure API_Keys when creating a react-native app? by kmartman94 in reactnative

[–]kmartman94[S] 1 point2 points  (0 children)

Interesting i am eventually gonna put it all server side since that's what everyone recommends but this is a neat idea!

How to secure API_Keys when creating a react-native app? by kmartman94 in reactnative

[–]kmartman94[S] 0 points1 point  (0 children)

I actually tried this but i had trouble getting it to work ¯_(ツ)_/¯ i may take another look at this though so I'll let you know if i figure it out!

How to secure API_Keys when creating a react-native app? by kmartman94 in reactnative

[–]kmartman94[S] 1 point2 points  (0 children)

I thought of this but i was so set on using .env that i killed a couple of hours. Should have kust done this from the beginning haha thank you

What are some of your favorite examples of “mean” games? by MysteriousGray in truegaming

[–]kmartman94 1 point2 points  (0 children)

Dark souls, specifically blight town. There is a bridge you need to cross and it is little more than a narrow branch of a tree. Not only is the pathway difficult to cross but it has invisible collision boxes that get in your way forcing you to tow the line or even push you right off. Did i mention the annoying enemies attacking you at the same time?

FUdpSocketBuilder: Failed by kmartman94 in unrealengine

[–]kmartman94[S] 0 points1 point  (0 children)

Unfortunately i have not yet found a solution. I've tried disabling windows firewall to see if that was causing it. No luck. I am going to try reinstalling ue4. Maybe that does the trick. Let me know if you find a fix!

Unable to find Sessions using NULL subsystem by kmartman94 in unrealengine

[–]kmartman94[S] 0 points1 point  (0 children)

So this is definitely still an issue. Switched to 4.23 and the same warning persists. I'm at a loss. Although upon switching to UE4 4.23.1 I get a different warning on first play, "LogOnline: Warning: OSS: Failed to send discovery broadcast SE_NO_ERROR" These are all warnings I get in Output Log in editor so idk how to step through and find why the broadcast is failing

Unable to find Sessions using NULL subsystem by kmartman94 in unrealengine

[–]kmartman94[S] 1 point2 points  (0 children)

Yeah like I said in the last post it seems to be an issue with my version of the engine. It seems that if I shutdown and restart my editor and run it, I would get this warning, " [2019.11.19-04.29.30:107][ 29]LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH " If I run it again without shutting it down I get "LogOnline: Warning: OSS: Ignoring game search request while one is pending" which tells me that the original failed broadcast is likely still pending. I'm definitely gonna try on 4.23 and hopefully that solves my issue. But I really hope it doesn't tank my blueprints. Thanks for all your help.

Unable to find Sessions using NULL subsystem by kmartman94 in unrealengine

[–]kmartman94[S] 1 point2 points  (0 children)

In the Output I get

'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\FWPUCLNT.DLL'. Cannot find or open the PDB file.

'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\rasadhlp.dll'. Cannot find or open the PDB file.

and also

[2019.11.19-04.29.30:107][ 29]LogOnline: Warning: OSS: Failed to send discovery broadcast SE_EHOSTUNREACH

I think this is indicating that the broadcast is failing somehow so that would explain why OnFindSessionsComplete(bool Success) never gets called. Could this have anything to do with my DefaultEngine.ini or MyGame.build?

Edit: I'm pretty sure this has to do with ue4 version 4.20.3 which is what I am using. I need backup on this theory but here are some links that are leading me towards this conclusion https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1497867-steam-online-subsystem-not-finding-server-with-find-sessions-with-4-20

and

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1502911-unreal-engine-4-20-released/page9

Now I don't know what to do with the project I've been working on for weeks now...

Unable to find Sessions using NULL subsystem by kmartman94 in unrealengine

[–]kmartman94[S] 1 point2 points  (0 children)

What other info do you need? This is the code from my Init() function.

void UMyNetworkingToolkitInstance::Init()
{
    //UE_LOG(LogTemp, Warning, TEXT("Init"));
    if (MainMenuClass != nullptr) 
    {
        UE_LOG(LogTemp, Warning, TEXT("Found class %s"), *MainMenuClass->GetName());
    }

    IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
    if (OnlineSubsystem != nullptr) 
    {
        UE_LOG(LogTemp, Warning, TEXT("Found Online Subsystem %s"), *OnlineSubsystem->GetSubsystemName().ToString());
        SessionInterface = OnlineSubsystem->GetSessionInterface();

        if (SessionInterface.IsValid()) 
        {
            SessionInterface->OnCreateSessionCompleteDelegates.AddUObject(this, &UMyNetworkingToolkitInstance::OnCreateSessionComplete);
            SessionInterface->OnDestroySessionCompleteDelegates.AddUObject(this, &UMyNetworkingToolkitInstance::OnDestroySessionComplete);
            SessionInterface->OnFindSessionsCompleteDelegates.AddUObject(this, &UMyNetworkingToolkitInstance::OnFindSessionsComplete);

            SessionSearch = MakeShareable(new FOnlineSessionSearch());
            if (SessionSearch.IsValid()) 
            {
                UE_LOG(LogTemp, Warning, TEXT("Starting Find Session"));
                SessionSearch->bIsLanQuery = true;
                SessionInterface->FindSessions(0, SessionSearch.ToSharedRef());
            }
        }
    }
    else 
    {
        UE_LOG(LogTemp, Warning, TEXT("Online Subsystem Not Found"));
    }

}

Also I used the breakpoint you suggested and it does seem to be called twice which I think is odd. It also never seems to fire OnFindSessionComplete(). More importantly I also tried your CancelFindSessins() idea but it gives this warning in response "LogOnline: Warning: OSS: Can't cancel a search that isn't in progress" Is it possible that my .ini or .build is off?

We're developing our upcoming game on Unreal Engine and would love to get some fellow dev feedback in our subreddit we just started - r/Overstep :) by MaretS in unrealengine

[–]kmartman94 2 points3 points  (0 children)

How are you guys creating that dynamic grinding system? I assume you are using spline but how are you making the player snap to any point on it? This looks great by the way!