From 4.19 to 4.21 - incompatible_unique_net_id

Hi,

Thank you for giving us more information on why exactly these changes were made. What I’m trying to figure out is how we are expected to implement “cross-platform” client/server. You mention that you would expect if you are using a steam client, to also be using a steam server online subsystem. The type check changes make sense if that is the assumption, but if you want to use a steam client with your own online subsystem how exactly are we suppose to approach this?

From my understanding, you expect the developer to create their own online subsystem (let’s call it TestOnlineSubSystem) and create their own UniqueID (FUniqueNetIdTest, which derives from unique net id etc). When the user boots up the game on steam / xbox / ps4 / epic launcher let’s say, they will be using that specific subsystem (xbox, ps4 etc). Where are we suppose to handle the conversion from FUniqueNetIdSteam (this is replicated from client to server by the means of FUniqueNetIdRepl) to FUniqueNetIdTest (on the server) in order to be used for TestOnlineSubSystem so that the type checking will pass?

Currently in order to get around this, I implemented my own uniqueID and inside the PreLogin / InitNewPlayer functions I will create my own subsystems type and pass that through and it will work, but I dont really understand what official approach to your new implementation should be. It appears that many developers are having the same problems / questions regarding this.