Hello,
I was testing my networked game in singleplayer mode and it seems that in the PostLogin Event in the GameMode Blueprint, the Player (Controller) which is passed in in the event has no pawn attached to it.
I am using this PostLogin Event to make a NetClient Call to the joined client so it know it can construct its personal Hud widgets.
I would like to reuse the same method for networked and non-networked games, but it seems I can not do this.
Is there any way to recognise if the game currently running is a “singleplayer game” or a “networked game”?
In UDK I could query the NetMode Enums (I believe I can do this in UE4 in C++ as well but I don’t want to use this now, because I want to create a Blueprint-Only asset which I can possibly put into the Marketplace).
Is there a way to query for the NetMode in UE4 Blueprints?
Thank you for the help and cheers!