In Battle Royale, when players use a private matchmaking code their stats are not affected and quest progress is not saved. This would be a very useful feature in UEFN (detecting custom matchmaking codes and the game being set to “private”).
There are many uses for this, such as not saving stats. I am trying to create a competitive map, and players shouldn’t be able to pump their stats in private matches.
We can also trigger special behavior in private matches, e.g. offer players a practice mode or separate flow instead of the main experience.
I know some players prefer to play private exclusively and want their stats to be saved, so I’m not asking for the exact behavior as Battle Royale. Just for developers to have the option to view the current setting and handle behavior accordingly.
Thanks for reading
