Skip to content

Build failing on Windows 11 Unreal Engine 5.7.1 (Source Build) #73

Description

@draicor

Hey there, new follower here, amazing plugin!

I tried to compile the plugin from source, and it wouldn't work, I was getting this error:

Plugins\EOSIntegrationKit\Source\OnlineSubsystemEIK\Subsystem\EIK_Subsystem.cpp(1115): error C4702: unreachable code
2> while compiling UEIK_Subsystem::OnJoinSessionCompleted

So I edited the function definition and the error went away, and it works for Unreal Engine 5.7.1 now.
Here is the fixed version, maybe you could test it and if it works, then add it to the project.

void UEIK_Subsystem::OnJoinSessionCompleted(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{
    bool bSuccess = false;
    
    if(Result == EOnJoinSessionCompleteResult::Success)
    {
        if(APlayerController* PlayerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0))
        {
            if(const IOnlineSubsystem* SubsystemRef = IOnlineSubsystem::Get())
            {
                if(const IOnlineSessionPtr SessionPtrRef = SubsystemRef->GetSessionInterface())
                {
                    FString JoinAddress;
                    SessionPtrRef->GetResolvedConnectString(SessionName, JoinAddress);
                    
                    if(Local_bIsDedicatedServerSession)
                    {
                        TArray<FString> IpPortArray;
                        JoinAddress.ParseIntoArray(IpPortArray, TEXT(":"), true);
                        
                        if(IpPortArray.Num() > 0)
                        {
                            const FString IpAddress = IpPortArray[0];
                            if(LocalPortInfo.IsEmpty())
                            {
                                LocalPortInfo = "7777";
                            }
                            const FString NewCustomIP = IpAddress + ":" + LocalPortInfo;
                            JoinAddress = NewCustomIP;
                        }
                    }
                    
                    if(!JoinAddress.IsEmpty())
                    {
                        PlayerControllerRef->ClientTravel(JoinAddress, ETravelType::TRAVEL_Absolute);
                        bSuccess = true;
                    }
                }
            }
        }
    }
    else
    {
        UE_LOG(LogTemp, Error, TEXT("Join Session Error with Reason of %d"), Result);
    }
    
    JoinSession_CallbackBP.ExecuteIfBound(bSuccess);
}

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions