Im developing in c++ and blueprint to make nickname system and im struggling with the manage datas.
First, client is started with mainmenu level.
In this level, client can store FString value inside of blueprint widget.
The problem is begin here.
The server is inside of another level, client is not join server.
how to transfer that data to server? and how to store in server database and bring to each clients?
p.s / Im not a native speaker of english. so there might be weird sentence is going around there. im sorry about that.
You have a Game Instance class that exists on the client side. First, you can save your string there.
Next, you have a Game State class, which exists on the server and on all the clients. When you connect to the server (join the level created by the server), you can access the Game State and use it to transfer data between clients and the server. Once a variable is set on Game State Server, it can be replicated to all clients and they all can access names of other players.
But if it’s only one string, you may simply use a server call function in your character, and access Game Mode in the character server side, because characters exist both on the server and the client.
Thanks for your help! i will apply it in my project! i`m appreciate it!
And i have another question.
I wonder how to know all the concept of unreal engine gameplay funtioinallity.
Everytime Im struggling with like these problem, I dont know where to start fix, what is going on to problems. is there any suggestion to learn all those concepts?