I’d like to know the limitations of server communication. Is there a way to setup a subserver system to communicate directly with UE’s builtin dedicated server?
The reason I am asking is because I’m currently developing a server (with subservers such as chat server, login server etc) with Photon’s system and I’m having a VERY hard time porting this system to unreal because, well because frankly I’m terrible with C++ and moreso educated in C#.
Can blueprints communicate with referenced DLL’s in any way?
Am I going to have to suck it up and learn C++? I can assure you it’s not easy to move from C# to C++, as I’ve already been attempting this.
Your thoughts would be appreciated.