int32 UFindSessionsCallbackProxy::GetCurrentPlayers(const FBlueprintSessionResult& Result)
{
return Result.OnlineResult.Session.SessionSettings.NumPublicConnections - Result.OnlineResult.Session.NumOpenPublicConnections;
}
this is how I understand it
NumOpenPublicConnections gives u the number of available connections
NumPublicConnections gives u the max players
so subtract NumPublicConnections - NumOpenPublicConnections + add one for server if ur in LAN
to get the current players
int32 Num = Result.Session.SessionSettings.NumPublicConnections - Result.Session.NumOpenPublicConnections + 1;