How can I keep a session from showing up in search results after we have server traveled from the lobby to the game mode? I don’t see any session nodes that say “stop advertising session” or something. The docs don’t elaborate beyond Create/Find/Join/Destroy. My game mode is dependent on lives remaining so I can’t have anyone join a game in progress. Thanks!
The FOnlineSessionSettings class has a bAllowJoinInProgress.
So you could set that to false. I’m not sure if this variable or the session settings are exposed to blueprint tho, so there’s a chance you would need to do it in C++
Exactly same situation here as EchoHeadMatt has.
→ How can I keep (stop) a already running multiplayer session from showing up in search results anymore, after the server traveled from the lobby to the game?
Sidenote: I use seamless travel.
Sidenode: Perhaps also important, using steam with UE4 Subsystem.
Any way without c++ to “hide” a running multiplayer listen server from “find session”? So, find session is not finding this server anymore.
If C++ only and someone has a code snippet, would be great.
Thanks a lot