I have a dedicated server model for my game. The server and client will have different gamemode instances. Is there a way that I can test this functionality in the editor without packaging the game?
Hi, the Clients DO NOT spawn GameMode objects. UE multiplayer framework is based around only the Server having the GameMode to control the game.
What is it you’re trying to achieve?
Right. I have the server gamemode calling a few functions on the player controller on post login. I needed this not to happen when the client is not connected to the server. Therefore I needed to disable the gamemode on the client in the editor but not the server by having two different game modes.
I basically found a workaround by using overrides in the world settings.
Welp, there is no GameMode to disable on the client to begin with.
Unless the Player start in Standalone and then connects to a multiplayer Session?
If that’s the case you probably want to set a bool or something that changes when you go online.