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;
}