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	Comments for Couch Learn	</title>
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	<link>https://couchlearn.com/</link>
	<description>Detailed Game Programming Tutorials</description>
	<lastBuildDate>Thu, 14 Aug 2025 14:20:08 +0000</lastBuildDate>
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		Comment on How to use Multiplayer Sessions in Unreal Engine 5 by Francisco		</title>
		<link>https://couchlearn.com/how-to-use-multiplayer-sessions-in-unreal-engine-5/#comment-9491</link>

		<dc:creator><![CDATA[Francisco]]></dc:creator>
		<pubDate>Thu, 14 Aug 2025 14:20:08 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=1684#comment-9491</guid>

					<description><![CDATA[Thanks for that, but doesnt work in real Movil (android) only works in PIE.]]></description>
			<content:encoded><![CDATA[<p>Thanks for that, but doesnt work in real Movil (android) only works in PIE.</p>
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		<title>
		Comment on How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game by Tonetfal		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-8808</link>

		<dc:creator><![CDATA[Tonetfal]]></dc:creator>
		<pubDate>Wed, 06 Nov 2024 01:44:21 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-8808</guid>

					<description><![CDATA[Following this exact setup didn&#039;t make it working, so I had to debug it.

To start even trying to understand what&#039;s going on, I added this to the DefaultEngine.ini
[Core.Log]
LogOnlineVoice=All

Using ToggleSpeaking 1 in the console command (something the article didn&#039;t mention) I found out that nothing was happening, literally. After googling I stumbled upon 

[Voice] 
bEnabled=true 

that I added in my DefaultEngine.ini. After restarting the engine once again, it was at least saying that it&#039;s rejecting the request. The reason was the fact the local player was not owned by the voice engine because it never registered it.

Going deeper into the engine I found out that it happens only when you create/join a session. I was opening the game map directly by pressing PIE button. Now, after I tried to create a session, the ToggleSpeaking was finally working.

So, to recap. 

[Voice] 
bEnabled=true 

tells the engine to create a voice subsystem

[OnlineSubsystemSteam]
bHasVoiceEnabled=true

tells the voice subsystem to create a voice engine.

Creating or joining a session makes it tell the voice engine that there are players that might start speaking, i.e. it registers them.

ToggleSpeaking tells the voice subsystem to tell the voice engine to start capturing device of a player in case it was registered in the voice engine.

There&#039;s also 

[/Script/Engine.GameSession]
bRequiresPushToTalk=false

in case you want your players to not call ToggleSpeaking to start/stop talking, but talk all the time.

Hopefully it helps someone out. Cheers.]]></description>
			<content:encoded><![CDATA[<p>Following this exact setup didn&#8217;t make it working, so I had to debug it.</p>
<p>To start even trying to understand what&#8217;s going on, I added this to the DefaultEngine.ini<br />
[Core.Log]<br />
LogOnlineVoice=All</p>
<p>Using ToggleSpeaking 1 in the console command (something the article didn&#8217;t mention) I found out that nothing was happening, literally. After googling I stumbled upon </p>
<p>[Voice]<br />
bEnabled=true </p>
<p>that I added in my DefaultEngine.ini. After restarting the engine once again, it was at least saying that it&#8217;s rejecting the request. The reason was the fact the local player was not owned by the voice engine because it never registered it.</p>
<p>Going deeper into the engine I found out that it happens only when you create/join a session. I was opening the game map directly by pressing PIE button. Now, after I tried to create a session, the ToggleSpeaking was finally working.</p>
<p>So, to recap. </p>
<p>[Voice]<br />
bEnabled=true </p>
<p>tells the engine to create a voice subsystem</p>
<p>[OnlineSubsystemSteam]<br />
bHasVoiceEnabled=true</p>
<p>tells the voice subsystem to create a voice engine.</p>
<p>Creating or joining a session makes it tell the voice engine that there are players that might start speaking, i.e. it registers them.</p>
<p>ToggleSpeaking tells the voice subsystem to tell the voice engine to start capturing device of a player in case it was registered in the voice engine.</p>
<p>There&#8217;s also </p>
<p>[/Script/Engine.GameSession]<br />
bRequiresPushToTalk=false</p>
<p>in case you want your players to not call ToggleSpeaking to start/stop talking, but talk all the time.</p>
<p>Hopefully it helps someone out. Cheers.</p>
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		<title>
		Comment on How to play your UE5 game on your Quest 2 Headset by CLAUS		</title>
		<link>https://couchlearn.com/how-to-play-your-ue5-game-on-your-quest-2-headset/#comment-8767</link>

		<dc:creator><![CDATA[CLAUS]]></dc:creator>
		<pubDate>Wed, 09 Oct 2024 09:23:59 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=1744#comment-8767</guid>

					<description><![CDATA[This tutorial is for unreal engine 4, not unreal engine 5, for which oculus vr is unfortunzteky replaced by openxr. I say &quot;unfortunately&quot; because we lost some data in the change, like the angular and linear accelerations, which represent 30% of the pose information and even 100% of it when the handler is untracked by the headset.]]></description>
			<content:encoded><![CDATA[<p>This tutorial is for unreal engine 4, not unreal engine 5, for which oculus vr is unfortunzteky replaced by openxr. I say &#8220;unfortunately&#8221; because we lost some data in the change, like the angular and linear accelerations, which represent 30% of the pose information and even 100% of it when the handler is untracked by the headset.</p>
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		<title>
		Comment on Setting up a NavMesh in Unreal Engine 5 by Ig		</title>
		<link>https://couchlearn.com/setting-up-a-navmesh-in-unreal-engine-5/#comment-7057</link>

		<dc:creator><![CDATA[Ig]]></dc:creator>
		<pubDate>Wed, 01 May 2024 07:48:55 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=2024#comment-7057</guid>

					<description><![CDATA[Nice]]></description>
			<content:encoded><![CDATA[<p>Nice</p>
]]></content:encoded>
		
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		<title>
		Comment on How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game by Jonas		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-5602</link>

		<dc:creator><![CDATA[Jonas]]></dc:creator>
		<pubDate>Sun, 21 Jan 2024 07:44:19 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-5602</guid>

					<description><![CDATA[Do you happen to know if this works in ue5.3.2? I’ve been struggeling for weeks now trying to get proximity voice chat to work for my small hobby game, but can’t seem to get attenuation to work properly. It’s always either the client or the server that it works for, but not both at the same time, unless the server is muted until a client joins. Then if i unmute on the server first and then on the client, it works for both, up until one dies and respawns. When i then go through that procedure again of muting and unmuting, it only works for one part.
Any suggestions or have experienced something similar?]]></description>
			<content:encoded><![CDATA[<p>Do you happen to know if this works in ue5.3.2? I’ve been struggeling for weeks now trying to get proximity voice chat to work for my small hobby game, but can’t seem to get attenuation to work properly. It’s always either the client or the server that it works for, but not both at the same time, unless the server is muted until a client joins. Then if i unmute on the server first and then on the client, it works for both, up until one dies and respawns. When i then go through that procedure again of muting and unmuting, it only works for one part.<br />
Any suggestions or have experienced something similar?</p>
]]></content:encoded>
		
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		<title>
		Comment on How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game by Jonas		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-5592</link>

		<dc:creator><![CDATA[Jonas]]></dc:creator>
		<pubDate>Fri, 19 Jan 2024 20:39:39 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-5592</guid>

					<description><![CDATA[I&#039;ve just tried this today with 5.3.2 and can&#039;t get it to work. The attenuation does not seem to work for the Server. As soon as a Client connects (ie. 30 secs after the server), the attenuation resets for the Server.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just tried this today with 5.3.2 and can&#8217;t get it to work. The attenuation does not seem to work for the Server. As soon as a Client connects (ie. 30 secs after the server), the attenuation resets for the Server.</p>
]]></content:encoded>
		
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		<title>
		Comment on How to add Double Jumping in Unreal Engine 5 by Brian		</title>
		<link>https://couchlearn.com/how-to-add-double-jumping-in-unreal-engine-5/#comment-5422</link>

		<dc:creator><![CDATA[Brian]]></dc:creator>
		<pubDate>Fri, 12 Jan 2024 01:38:51 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=1841#comment-5422</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/how-to-add-double-jumping-in-unreal-engine-5/#comment-4754&quot;&gt;Conner&lt;/a&gt;.

If you&#039;re pulling from the velocity vector you&#039;ll need to break it.  drag from the velocity node into empty space and select &quot;Break Vector&quot; then you can grab the Z and plug it into your &#062; node.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/how-to-add-double-jumping-in-unreal-engine-5/#comment-4754">Conner</a>.</p>
<p>If you&#8217;re pulling from the velocity vector you&#8217;ll need to break it.  drag from the velocity node into empty space and select &#8220;Break Vector&#8221; then you can grab the Z and plug it into your &gt; node.</p>
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		<title>
		Comment on How to use Multiplayer Sessions in Unreal Engine 5 by Matt		</title>
		<link>https://couchlearn.com/how-to-use-multiplayer-sessions-in-unreal-engine-5/#comment-5283</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Fri, 05 Jan 2024 22:25:22 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=1684#comment-5283</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/how-to-use-multiplayer-sessions-in-unreal-engine-5/#comment-5241&quot;&gt;Max&lt;/a&gt;.

You will need to implement either Steam, EOS, or your own custom networking solution / master server system to get this system working over the internet. Also your server needs to be port forwarded if you aren&#039;t using Steam or EOS.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/how-to-use-multiplayer-sessions-in-unreal-engine-5/#comment-5241">Max</a>.</p>
<p>You will need to implement either Steam, EOS, or your own custom networking solution / master server system to get this system working over the internet. Also your server needs to be port forwarded if you aren&#8217;t using Steam or EOS.</p>
]]></content:encoded>
		
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		<title>
		Comment on How to add Double Jumping in Unreal Engine 5 by Matt		</title>
		<link>https://couchlearn.com/how-to-add-double-jumping-in-unreal-engine-5/#comment-5282</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Fri, 05 Jan 2024 22:23:10 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=1841#comment-5282</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/how-to-add-double-jumping-in-unreal-engine-5/#comment-4754&quot;&gt;Conner&lt;/a&gt;.

Ensure that you are dragging from the character component when getting the velocity.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/how-to-add-double-jumping-in-unreal-engine-5/#comment-4754">Conner</a>.</p>
<p>Ensure that you are dragging from the character component when getting the velocity.</p>
]]></content:encoded>
		
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		<title>
		Comment on How to use VOIPTalker Proximity Voice Chat using only Blueprints in your Multiplayer Unreal Engine 4 game by Matt		</title>
		<link>https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-5281</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Fri, 05 Jan 2024 22:22:32 +0000</pubDate>
		<guid isPermaLink="false">https://couchlearn.com/?p=380#comment-5281</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-4219&quot;&gt;Jules&lt;/a&gt;.

You will have to do this in C++ if the functionality isn&#039;t available in BP.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://couchlearn.com/positional-voice-chat-using-blueprints-in-ue4/#comment-4219">Jules</a>.</p>
<p>You will have to do this in C++ if the functionality isn&#8217;t available in BP.</p>
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