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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?
The text was updated successfully, but these errors were encountered:
kennycoder
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Right now we are just doing:
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?
The text was updated successfully, but these errors were encountered: