Completing Reservations
Last updated
Last updated
Completing a reservation means that the given player has arrived in the game, so his reservation no longer needs to be timed out.
Reservations are completed automatically when a player has loaded the map and joined the game.
The exception to this is when the host uses seamless travel to change maps (e.g. from lobby to game). Whether seamless traveling is used is set in the GameMode
blueprint.
IMPORTANT: When seamless traveling is used, the host must complete the reservation of each seamless traveling player when they arrive on the new map.
For Blueprint projects, the game mode's OnSwapPlayerControllers
event is a good place to complete the reservation of seamless traveling players. C++ projects can override the game mode's InitSeamlessTravelPlayer
function directly.