Handling Player Joins Mid-Game

Is that what they are using? It seemed like they had raised that as a concern so that’s why I had mentioned it

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yes im using custom rounds but when all 16 custom rounds are over (Meaning there is winner team to the game) only then the UEFN buit-in round is over.
So 1 UEFN buit-in round = 16 custom rounds .

if i understand correctly i need to listen to the PlayerAddedEvent and run this function once for each UEFN buit-in round ?

OnPlayerAddedEvent(PlayerAdded:player) : void =
        spawn:
            JoiningPlayerEliminatedEvent(PlayerAdded)

JoiningPlayerEliminatedEvent(JoinedPlayer:agent)<suspends>:void=
        race:
            Sleep(60.0) # Max time before giving up
            loop:
                Sleep(0.0)
                if (FortCharacter := JoinedPlayer.GetFortCharacter[]):
                    FortCharacter.EliminatedEvent().Subscribe(PlayerEliminated)
                    break # Will exit the loop, then complete the race, and exit the function

Like this ?

And i have some questions about the PlayerAddedEvent. I want to understand it better. sorry if these questions dumb :sweat_smile:
who are the players that count as a PlayerAddedEvent? only the ones that joins after the UEFN buit-in round begin ? or after the whole Game begin ? also when are they stop being refernced as PlayerAddedEvent ? when the next UEFN round begin ? or…?

Appreciate the help guys :heart:

PlayerAdded signals whenever someone joins while the round is already started, to get the players that are there on round start you have to do GetPlayspace().GetPlayers().

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