Add Editor Preference to control server selection

This commit is contained in:
2026-06-03 15:52:20 -04:00
parent d951d2ab61
commit 6658fb7940
12 changed files with 163 additions and 100 deletions

View File

@@ -12,6 +12,7 @@
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/GameInstance.h"
#include "ProjectSettings.h"
#include "Common.h"
#include "AnimQueue.h"
@@ -214,14 +215,13 @@ void ALuprexGameModeBase::InitializeGlobalState()
// Possibly tell the engine to connect to a server.
if (Playing) {
FString LuprexServer;
FParse::Value(FCommandLine::Get(), TEXT("-LuprexServer="), LuprexServer);
LuprexServer = LuprexServer.ToLower();
UE_LOG(LogTemp, Display, TEXT("LuprexServer = %s"), *LuprexServer)
if (LuprexServer != TEXT("standalone"))
{
FTCHARToUTF8 utf8server(LuprexServer);
w->play_access(w.Get(), AccessKind::CONNECT_TO_SERVER, 0, utf8server.Length(), utf8server.Get(), nullptr, nullptr);
UlxServerSelection* Server = GetDefault<UlxProjectSettings>()->ActiveServer.LoadSynchronous();
if (Server) {
FString Host = Server->Host.TrimStartAndEnd();
if (!Host.IsEmpty()) {
FTCHARToUTF8 utf8server(*Server->Host);
w->play_access(w.Get(), AccessKind::CONNECT_TO_SERVER, 0, utf8server.Length(), utf8server.Get(), nullptr, nullptr);
}
}
}