[Unreal] Work out a good way to set the network version
markmandel opened this issue · 0 comments
markmandel commented
Right now we are just doing:
FNetworkVersion::IsNetworkCompatibleOverride.BindLambda([](uint32 LocalNetworkVersion, uint32 RemoteNetworkVersion)
{
return true;
});
Since our client and server builds are on different machines and different Unreal engine installations, and it's messy.
We should come up with a better way of matching clients to servers -- maybe by git hash?