Seamless travel client order issue
I have a problem in my project where during seamless travel the client travels faster than the server. As a result, when the server enters, the client is already in the map.
Because of this, HandleSeamlessTravelPlayer does not get called on the server's gamemode, and therefor the playercontroller of the client never gets upgraded to the one required by the new game mode.
Any idea how I can ensure that my server always travels first before the clients?
Kind regards, Romenski
asked May 18 '16 at 03:14 PM in C++ Programming
why not just put a delay on when the character enters the map in the code?
answered Sep 07 '18 at 06:16 AM
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