For testing connection flow, it can be really useful to have the ability to start standalone instances in one map while the server starts in another. However, since the server map name override is applied only if the NetMode != EPlayNetMode::PIE_Client, any standalone instances will use the map name override as well. Even if a separate server is not being launched and the option is greyed out, the map name override will still be used for standalone instances if there is one provided.
This only occurs for non-PIE editor instances. In PIE, this option is not applied, as expected.
In the advanced play settings, select Launch Separate Server, set the Play Net Mode to Play Standalone, and provide a map name in Server Map Name Override that is different to the editor's currently loaded map.
Use the "Standalone Game" Play Mode to launch the server and standalone instances.
Expected: the server instance will load the map specified by Server Map Name Override, and the standalone instance will load the editor's current map.
Actual: both instances load the Server Map Name Override level.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
Why does the system plugin 'UnrealBuildTool' error could not be found when the project is compiled?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-179658 in the post.
1 |
Component | UE - Networking |
---|---|
Affects Versions | 5.2 |
Target Fix | 5.3 |
Created | Mar 9, 2023 |
---|---|
Resolved | Mar 9, 2023 |
Updated | Apr 29, 2023 |