Any way to parsing client request?

I’m testing the server.

Sometimes I want to go directly to a specific map without going through the lobby (just for testing purposes).

However if I want to do that I have to go to project settings and change the server map

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So I wonder if I can parsing the client’s request string.

The idea is If the name of a map appears in the string, I redirect the client to the map. Otherwise it stays in the lobby.

Any way to get the client request string from the GameMode?

I need this string:
LogNet: Join request: /Game/Game/Maps/MainLevel/Lobby?Name=Player?SplitscreenCount=1

Thank you so much!!

Game modes only exist on the server, except for the default lobby map. Lobby maps are client hosted. For testing you can pass a parameter to your Lobby GM and have it change the map to whatever you want.

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Hi @Rev0verDrive

Will it also work for parsing on the server side?

The idea is to pass the arguments to the client:
UnrealEditor.exe MyGame.uproject 127.0.0.1:7777 -Level=2 -Team=Red

And parse them on the server:
/Game/Game/Maps/MainLevel/Lobby?Name=Player?-Level=2?Team=Red?SplitscreenCount=1

I will try it tomorrow… is time to get the bed!!

Good night!!
Thank you so much for your help!! :heart:

It seems that it can work locally.
It is enough to make some test on the same computer.
To pass the options over the network I will use RPC

Thank you very much for the help @Rev0verDrive :heart:

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