Ivan3z
(Ivan3z)
February 23, 2025, 5:09pm
1
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
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.
1 Like
Ivan3z
(Ivan3z)
February 24, 2025, 3:54am
3
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!!
Ivan3z
(Ivan3z)
February 24, 2025, 7:47pm
4
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
system
(system)
Closed
March 26, 2025, 7:47pm
5
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.