プレイテスト - パーティ入門 - (Unreal Engine モジュール)
Test party features with two game clients
You will test the features using both a device ID login and a Steam login. Make sure you have Steam open and you're logged in to it with the account associated with the game that contains the app ID used for the SDK configuration. For more information about Steam logins, please refer back to Module: Login with Steam.
Before you can test your party features, you need two game clients open to test with. Follow these steps to do so:
Compile the project and open it in the Unreal editor. Then, set up the multiplayer options to what's shown in the image below. This will launch two game clients in Standalone Mode when you play the game. This is necessary as you can only log in with Steam if the game runs in Standalone Mode.
Next, play the game by pressing the play button. In the first game client, log in with the device ID. And on the second game client, log in with Steam.
Send party invitations
Ensure you have two game clients open and you are logged in to both of them.
Send a party invitation from one game client to the other.
If successful, the invited client will receive a notification of a party invitation. Notice that if the party is not yet created, a new party will be created before sending the invitation.
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnCreatePartyComplete Success to create a party.
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnSendPartyInviteComplete Success to send party invitation to 8f5eab9107fb4912930336fbfe04da1a
Reject party invitation
Ensure you have two game clients open and you are logged in to both of them.
Send a party invitation from one game client to the other.
In the client that was invited, click REJECT on the party invitation notification.
If successful, it will look like the following:
Log output:
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnSendPartyInviteComplete Success to send party invitation to 8f5eab9107fb4912930336fbfe04da1a
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnRejectPartyInviteComplete Success to reject party invitation.
Accept party invitation
Ensure you have two game clients open and you are logged in to both of them.
Send a party invitation from one game client to the other.
In the client that was invited, click ACCEPT on the party invitation notification.
If successful, it will look like the following:
Log output:
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnSendPartyInviteComplete Success to send party invitation to 8f5eab9107fb4912930336fbfe04da1a
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnJoinPartyComplete Success to join a party.
Kick a party member
Ensure you have two game clients open and you are logged in to both of them.
Send a party invitation from one game client to the other.
In the client that was invited, click ACCEPT on the party invitation notification.
From the client that sent the invite, kick the other client that's in the party.
If successful, it will look like the following:
Log output:
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnKickPlayerFromPartyComplete Success to kick 8f5eab9107fb4912930336fbfe04da1a from the party.
Promote party member to leader
Ensure you have two game clients open and you are logged in to both of them.
Send a party invitation from one game client to the other.
In the client that was invited, click ACCEPT on the party invitation notification.
From the client that sent the invite, promote the other client that's in the party.
If successful, it will look like the following:
Log Output:
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnPromotePartyLeaderComplete Success to promote 8f5eab9107fb4912930336fbfe04da1a as the new party leader.
Leave party
Ensure you have two game clients open and you are logged in to both of them.
Send a party invitation from one game client to the other.
In the client that was invited, click ACCEPT on the party invitation notification.
From the game client that was invited, leave the party.
If successful, it will look like the following:
Log output:
LogPartyEssentials: Log: UPartyOnlineSession_Starter::OnLeavePartyComplete Success to leave a party.