If i’m joining a hosted mp game like so:
open <some_ip>
If for some reason the client fails to join, where should I catch this error (like a required password is not set, etc)?
Thanks
If i’m joining a hosted mp game like so:
open <some_ip>
If for some reason the client fails to join, where should I catch this error (like a required password is not set, etc)?
Thanks
theres a function in utgame file called
AllowBecomeActivePlayer(PlayerController P) log that see if thats stopping you. That gets called from UTPlayerController file in function
ServerBecomeActivePlayer(optional byte InTeam) hope this helps you out or gets you in the right area.
Thanks for the tip @gamepainters