I’ve finally finished the blueprint tutorials and i have some problems that i just cannot figure out why it is happening or what i did wrong. (https://youtu.be/dEg2czT0rzQ?list=PL…KsRg6fpxWndZqZ) i even downloaded the original project that was uploaded but could not find any mistakes that i made.
i’ve uploaded both my project and the original project to a gdrive if anyone wants to take a look.
my project is named myproject while the original’s is steamproject. ( https://drive.google.com/open?id=1fA…xLSdRoc34vs0T3 )
the first issue i have is that the client cannot leave the lobby once he gets in. i don’t know why this is happening. (the leave button does not work for the client and i have added a print string when it fails. i added a breakpoint and it just fails at the “destroy session” node without any reason as to why.
the other issue is that once the client joins, if the host leaves the lobby or quits (because the client can’t quit so the host has to leave) , the client cannot rejoin the lobby when the host creates another lobby and the client will gets stuck in the loading screen (with the main menu widget because the guy didn’t set it up so we get sent back to main menu map upon failure to join and only loads up the main menu widget)
edit: i have tried breakpoints event onpostlogin and he doesn’t even reach that part. he is just failing at the event joinserver (in gameinfoinstance) and then on fail, load the error message so it has nothing to do with the network code either.
but once he is in the loading screen map with the main manu widget, he can rejoin the host’s lobby again.
also a question
in the tutorial, he uses /servertravel to load the maps from the lobby but this doesn’t work in PIE. i tried using loadmap instead and it works in PIE but the clients will be kicked out once the host starts the game.
is there any way to make loadmap work so that i can test in PIE since i dont have a second computer to test things out?
also another bug that he did not address in the videos is that the “ready” status of a client/player does not matter because he didnt set it to matter (ie. the host can still start game even if everyone/a player is not ready)