Maintaining Client-Server Version Numbers

Create a C++ Class from Editor (Blueprint Library).

#pragma once

#include "Kismet/BlueprintFunctionLibrary.h"
#include "NetworkVersion.h"
#include "MyGameBluePrintLib.generated.h"

/**
 * 
 */
UCLASS()
class MYGAME_API UMyGameBluePrintLib : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
	
public:
	UMyGameBluePrintLib();

private:
	/*
	Client can't connect to Server if this Number not fit.
	*/
	uint32 getServerClientSyncVersion();
	
	
};

#include "MyGame.h"
#include "MyGameBluePrintLib.h"


UMyGameBluePrintLib::UMyGameBluePrintLib() {


		FNetworkVersion::GetLocalNetworkVersionOverride.BindUObject(this, &UMyGameBluePrintLib::getServerClientSyncVersion);

}

uint32 UMyGameBluePrintLib::getServerClientSyncVersion() {
	return 123456;
}