Is Event PostLogin called automatically during testing?
In the content example "Network Features," it seems like a login event is never explicitly initiated. Is this something that happens behind-the-scenes when starting the game from the editor with multiple clients?
I see the PostLogin event in the GameMode blueprint to then handle the client connections and pawn assignment, but don't see any scripts that make these connection attempts.
asked Mar 07 '16 at 05:44 PM in Blueprint Scripting
Post login is a function that is provided for you which will give you a reference to the new player controller that entered the game. At that point this player already joined the server.
When testing with multiple clients in editor one is opened as listen server, the others automatically joined that server as clients.
Those are ready to go utility functions provided by the engine and are written in C++. If you want more access or control over networking you will have to migrate over to C++ as well... which is for the better anyway. Keep in mind that Blueprint is significantly slower than C++ and when handling networking for multiplayer you want to reduce the delay as much as possible which then again means you should use as little as possible blueprint for networking itself.
answered Mar 07 '16 at 06:32 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here