I have been starting to learn UE4 the past month or so and I am having a blast but I am running into a few issues with how to set up a server client relationship. I am hoping someone can help point me in the right direction or lead me to an example I can look more closely at. I’ve watched and studied all the Blueprint networking tutorials and I am using the content examples as a reference in setting up network replication.
My problem is that I am modifying the ShooterGame example to add support for an in-game store and I am tying the inventory system into a platform that stores all the weapons a user owns. I’ve exposed DefaultInventoryClasses, DestroyInventory and SpawnDefaultInventory to blueprints in the code and that all works.
The flow I am trying to follow is that I want the server to login to the platform and use its user account to manage any requests from the clients. The biggest problem is I am not sure where the server login flow needs to be set up. I am doing most things in PlayerPawn which I believe is fine for getting the inventory from the server and applying it, but I don’t want the server to login for each PlayerPawn that gets created (ultimately I might move all of this into the player controller).
Does anyone have any suggestions on how to approach this problem or maybe can lead me to something that can point me in the right direction?