Hey,
i was trying to add your code in a new cpp class ive made but im not so good in cpp.
Is the first you posted
UFUNCTION(BlueprintCallable, Category = "Networking", meta = (DisplayName = "Server Travel"))
void MyServerTravel(FString mapName, FString gameMode, bool bAbsolute, FString additionalOptions);
the header?
and the other the cpp as you said i guess ^^.
But in the cpp
void AGameMode::MyServerTravel(FString mapName, FString gameMode, bool bAbsolute, FString additionalOptions)
{
//Default paths to Maps folder and GameModes folder
FString mapsPath = TEXT("/Game/Maps/");
FString gameModePath = TEXT("/Game/GameModes/");
//Construction of the GameMode option change
FString gameModeOption = TEXT("?game=");
FString gameModeClass = gameMode + TEXT(".") + gameMode + TEXT("_C");
//if GameMode is not set, blank out the variables used to make the game mode option
if (gameMode.Trim().IsEmpty())
{
gameModeOption.Empty();
gameModeClass.Empty();
gameModePath.Empty();
}
//A travel URL is built starting with the map name and append any options
// i.e.: /pathtomaps/map?option=value?option2=value2 ... etc
FString travelURL = mapsPath + mapName + gameModeOption + gameModePath + gameModeClass + additionalOptions;
ProcessServerTravel(travelURL, bAbsolute);
}
The ProcessServerTravel(travelURL, bAbsolute); is undefined on my cpp. why is that so ?
My Issue on Seamless travel with steam is that if i travel i have no Spawnpoint as Host and the client gets an Fatal Error and the game crashes.
But i need the seamless travel when i use steam dont i ?