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Persistent connection through level #3
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I would try using seamless travel (in particular, GetSeamlessTravelActorList) if it's applicable to your project. |
I'm using Amazon Web Services for my Servers. So I need to use Open Level in order to join a match. How hard would it be to store this directly in an UObject instead of a AActor? Thanks you for responding! |
You could try turning it into a UObject, but I can't guess what difficulties you may encounter, if any. Failing that, you can always rewrite your socket server to allow temporary disconnects, and you can send your client the bulk of what messages they missed upon re-connection. |
Saw a discussion today, that reminded me of this issue. Apparently you can add an actor to root set (AddToRoot in C++) and reference it in gameinstance, and it'll carry over into another level. https://docs.unrealengine.com/en-US/API/Runtime/CoreUObject/UObject/UObjectBaseUtility/AddToRoot/index.html |
Hey I asked a question on the Unreal Marketplace about persistence through level. Just in case it doesn't reach you :)
https://www.unrealengine.com/marketplace/en-US/slug/tcp-socket-plugin/questions
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