I want to load all the saved game information from the server to the clients, but i can send only simple variables like int, float and string.
I need to send about 10 arrays, that some of the arrays holds structs of about 15 variables.
Is there a sane way to do it without suffering ?
*Edit - Ok i guess i will just a make a long string that holds all the info and will parse it on the client sides… only way right ? :S
*Edit 2 - Or ! Can i make the client download the save game like he would download a map when joining a game in older unreal tournament games ?
I would probably use replication (RepNotify) for this, haven’t tried it with arrays of ints/strings, but they probably work, since arrays of user structs work well for me.
You could combine all the data to be sent into a single struct prior to sending it.
How is json handled in the engine? Literally putting the data into a string and breaking it apart? I haven’t dealt with it before, but it sounds intriguing.