Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Title: "Joinable Sessions using Weak Pointers"

A topic by CodeCrunchers created Sep 09, 2023 Views: 59
Viewing posts 1 to 1
Developer

Joinable Sessions:Joinable Sessions:This week, our team implemented a more user friendly way to see which session you are joining when opting in for Multiplayer. Since our Online Subsystem was designed to limit the amount of overhead used on miscellaneous processes involving the search, each sessions was stored as a weak object reference which gets destroyed after the session had been established. Due to this structure, we had to find a way to display the sessions and then join them without destroying that weak reference which led to some complications when trying to call On-Click events for our corresponding UI elements. In order to accomplish this task, I created a struct that had the necessary data needed such as Open or Closed Connection, Number of Public Connections allowed, Session ID and Host Name that retrieved the information when the initial session was searched for. Once the player chose to join, it compared the Session ID from the struct to the Session ID's from the list and then joined the corresponding session. This issue presented multiple learning moments as I had to connect with our UI Designer in order to test and build some elements along with diving deep into the way Unreal's Online Systems works with our own Online Subsystems.

Lobby Screen Post Join:



Joinable Sessions Screen: