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[Closed] Client server compilation

Hello !

I'm making a multiplayer game, and I really want to be sure that client won't have access to the server version ... I read that for the moment it's not as easy as blueprint so I had an idea :

If, when it will be the final compiling, I duplicate my project and in the first one I delete all server's functions (for client release) and the seconde stay as it is (for server release) ... Will it works ? or is there something I don't know that may disable this way ?

Thanks !

Product Version: UE 4.9
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asked Oct 20 '15 at 10:45 AM in Packaging & Deployment

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avatar image mdonge Oct 22 '15 at 06:08 AM

bump? please !!!

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The question has been closed Jul 01 '16 at 03:32 PM by Samantha Sutton for the following reason:

Issue is now outdated. If you are still experiencing this issue, please make a new post for assistance. Thanks!

1 answer: sort voted first

So I tried on a new blank project, and it seems that we can't delete entierely server's functionsWe need to keep events whiwh are "fired" by "client side" functions, didn't tried full packaging nor compiling ... I will come back later for some news !

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answered Oct 22 '15 at 03:35 PM

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