Hi there,
after watching dozens of videos I have understood that its necessary to have the customized target builds to be able to distinguish between dedicated server and client.
Now my question is:
How does the engine know in my multiplayer ready prototype what belongs to the client package and what belongs to the dedicated server package?
Is there a manager or tool allowing me to manually define what is relevant for each?
…OR does the engine “automatically” find select the c++ classes and blueprint classes in the project, which include network related functions… which are for example set to “run on server”?
I would greatly appreciate links or some explanations as this is still very abstract to me to understand and is not covered in the videos i watched to understand this.
Best wishes and thanks in advance!