GameMode and PlayerController connections.
Because UE4 currently has no way to pass large amounts of data over the network, I had to create my own implementation using an FTcpListener. Once that is done, then I need to connect the connection to the associated PlayerController. I've currently placed my BigDataNet host class in the game instance so I would only have to do this once. I have a few concerns.
asked Jan 23 '15 at 03:41 AM in C++ Programming
As Duncan Dam said, PC's are disconnected and connected on servertravel ( level change ) unless you use seamless travel ( https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Travelling/#enablingseamlesstravel ).
To tell which gameinstance is Server, use the role check for authority when creating/calling functions:
answered Feb 23 '16 at 09:13 PM
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