Multiplayer: How to check that the player is ready

MiniTurtle
Thu, 11 Sep 2014 16:40:52 +0000
Multiplayer & Networking

Hi,
as the titles says. My client player start receiving message before it even has had the chance to create its AGameState.

I tried checking (below) before sending data to client

if (APawn->GetNetConnection()->State == EConnectionState::USOCK_Open)
{
    // Send data
}

This doesn’t work

Thank you

2 posts - 1 participant