I managed to get around this issue by creating a custom event that makes the MatchmakingRequest through Cloud Code, without setting the action param :
var request = new SparkRequests.MatchmakingRequest();
request.matchGroup = "group1";
request.matchShortCode = "MULTI_MCH";
request.skill = 0;
var response = request.Send();
var scriptData = response.scriptData;
Still, if someone could confirm if I'm doing something wrong the UE node, it'd be nice.
I was able to get around it in UE4 by changing Skill to 1 instead of 0. However, my GSMessageListeners component still isn't working, so I'm not sure if getting 'around it' is enough.
I am also facing same problem, any solutions ?
in ue4, when i do print string the json data, it says match code not found while in test harness, everything works fine!! pls help?
hi, thanks katie ... look at the screenshots... short code is the same as in the Game Sparks without spaces , but still i get error in ue4!!
Even Device authentication works... but short code not found .. pls help me with this!!
Hi Phani
Can you make sure that the game you are connecting to in the Unreal blueprint(API Key and secret ) is the same as the game you have the match set up in.
When you create a new user in your game do they appear in the gamesparks portal for your game?
You can check a player has been created by checking the noSQL explorer->collections->system->player.
Regards
Katie
hi,
i only setup one game with api and key and yes, they are connected to correct one through unreal blueprint. i have checked it and i can find the player via no sql explorer .. check the screenshot.
pls help for resolving the problem.
Laurent Kempf
Hello,
I'm just starting learning my way around GameSparks, and I'm confused about something regarding the GS MatchmakingRequest node in the Unreal plugin.
In the TestHarness, I can authenticate as two different players (in different browser tabs) and send a
{
"@class": ".MatchmakingRequest",
"matchGroup": "group1",
"matchShortCode": "MULTI_MCH",
"skill": 0
}
(Following the tutorial here : https://docs.gamesparks.com/tutorials/multiplayer/matching-players.html )
Which works great, and both players get the expected
{
"@class": ".MatchFoundMessage",
...
Now however that's using the shortened MatchmakingRequest, the default, complete one you get when clicking the TestHarness GUI is :
{
"@class": ".MatchmakingRequest",
"action": "",
"customQuery": {},
"matchData": {},
"matchGroup": "",
"matchShortCode": "",
"participantData": {},
"skill": 0
}
Which contains "action". The API Documentation tells me :
"The action to take on the already in-flight request for this match. Currently supported actions are: 'cancel' "
https://docs.gamesparks.com/api-documentation/request-api/multiplayer/matchmakingrequest.html
So the only valid "action" is "cancel", which, well, cancels the request. And of course then you don't get a MatchFoundMessage .
Now, that's where I hit a wall : in the TestHarness, you can just omit "action" in the JSON, and it works, but the with the Unreal node, the field is there and can be left empty or filled, but definitely not omitted.
So either I put "cancel" in and get no error, but then no match found, or leave it empty and get an error. It seems there's no way this can work as it is.
Am I missing something there?
Thank you very much for any assistance.
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