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Unreal Engine 4 Tutorial - Online Sessions Part 6: Changing Maps

In this series we are setting up the connections for online multiplayer using the base Steam sessions that come with UE4. In Part 6 we work on the host's lobby menu and add the ability to choose and start the game on a specific map. SUPPORT ME Patreon I https://www.patreon.com/ryanlaley Buy Me a Coffee I buymeacoffee.com/RyanLaley Donations I paypal.me/ryanlaley PRIVATE 1-2-1 SESSIONS Email me at support@ryanlaley.com for more information and rates, or visit http://www.ryanlaley.com/learn-games-development/ JOIN THE COMMUNITY Discord I https://discord.gg/TcPtCBp FOLLOW ME Twitter I https://www.twitter.com/RyanLaley Facebook I https://www.facebook.com/RyanLaleyGames Instagram I https://www.instagram.com/RyanLaleyGames

Comments

Daniel Klug

This is great. Do the player controllers of the clients all retain the same information when they travel? Ie, if they were to change loadout in the lobby how would they then get that information when the server travel happens? As far as I know the gamemode restarts when a new map is loaded. Do playerstates persist?

Anonymous

dude i'm not gonna lie, i got to like 20 minutes after this video beating my face onto the desk asking why this wouldn't work. Only to realize the reason it wasn't working was because i had a subfolder in between my root and my maps folder. In my frustration i literally copied the link address for the map and pasted it into the console command append. Obviously wouldn't work as is, but showed me i was being stupid about it lol. Thanks Ryan, this seems to work very well!