I’m using the blueprint session nodes for creating and joining sessions. When using Find Sessions node, I get a nice array of Blueprint Session Result Structs that each contain the session’s name that I can save on the client side for later use.
When using Create Session node, however, I don’t get similar struct with the created session’s info.
So my question is: How can server find out it’s own session name?
So im gonna sort of answer this on my jouny of creating a sever browser and finding this so anyone else who stumbles across it now has an answer, and that is to not to try it with the current unreal blueprint structure as getting the blueprint version of get server name if [OnlineSubsystem] DefaultPlatformService=Null
then the default blueprint get server name will be the name of your computer
if it is [OnlineSubsystem] DefaultPlatformService=Steam
than it will be your steam username
Not that helpful i know
The way to get around this is by adding your own custom properties to the session C++ it could look something like this (note this is just a snipit for adding a custom value not creating a whole session)