So, I am kind of new to the multiplayer game. so please bare with me, if I may misunderstood parts of the basic concept here.
Following a tutorial series on Youtube, I managed to set up the fundamentals of my multiplayer loop. Stuff like creating/finding/joining a lobby works more or less stable.
Once I create a multiplayer session (Lobby), I can use servertravel to send all connected clients to a selected Level/Map. Now here is where the confusion starts for me. I know I can set up GameMode Classes in a Level’s World Settings. However, what if I want to choose in the Lobby, which GameMode I actually want to play. For instance, in the Lobby I select Level “A” and in addition to that, I would like to choose from two different GameModes (“FreeForAll”, “TeamDeathmatch”).
How do I transmit that information when I use servertravel. Or do I actually have to duplicate my Level “A” twice (“A_FreeForAll”, “A_TeamDeathmatch”) to make that work?
Any advice or idea is welcome and highly appreciated!)
So it is not feasible to just load a map with a different Game Mode Override?
What is the purpose of having multiple Game Mode assets then anyways? I thought the idea of this class was to create rules for certain types of a game. Why would I want to handle that kind of logic else where?
Thank you for the answer! Looks promising. So setting up a proper Travel URL like in your example will already override the gamemode, or is it just a parameter that is transmitted to the new level which I can then use to change the gamemode on the fly?
Sorry if I am missing obvious things here, but since I am still a little new to multiplayers this stuff is really a blackbox for me. Reading the compendium section on it helped only partially, as I didn’t understand half of it
Okay, thanks a bunch! I will test it later today, and see if it works. But according to what you said and what the compendium explains, it looks exactly like what I need.