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No connect/disconnect events or similar for multiplayer?

I'm currently trying to figure out how I would set up multiplayer for a match of sorts, similar to how CS:GO does it where two teams spawn on two separate locations on the map. Although I haven't found much documentation for how this could be done. As far as I know there's no good way to see when a player joins or leaves the server. Basically what I'm asking is how do I keep track of individual players in an online multiplayer session, is there some part of the API that I'm missing?. Although I should mention that I'm currently using Blueprint, as I believe there's more direct access to various things on the C++ side.

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asked Jan 23 '15 at 10:25 PM in Blueprint Scripting

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For players joining, inside of Game Mode "Event Post Login", this will fire when a player joins the game and was assigned a Player Controller.

The network error event is inside of Game Instance, "Event Network Error".

Hope this helps :)

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answered Jan 23 '15 at 11:53 PM

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