RealDocs

AGameModeBase::GameWelcomePlayer

function Engine Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: virtual

Description

Called when a client first connects to the server, before `PreLogin`. Use it to send the client additional connection information such as required DLC download URLs via `NMT_GameSpecific`.

Caveats & Gotchas

  • This runs before `PreLogin` — the player has not yet been accepted or rejected. Do not make gameplay decisions here; use `PreLogin` for access control.
  • Setting `RedirectURL` to a non-empty string causes the engine to automatically send an `NMT_GameSpecific` message to the client so it can download the required content. If you need richer data, use `Connection->SendRawBunch` directly.
  • The default implementation is empty; the function exists purely as an extension point for games that need custom welcome logic.

Signature

virtual void GameWelcomePlayer(UNetConnection* Connection, FString& RedirectURL)

Parameters

Name Type Description Default
Connection UNetConnection* The net connection for the joining client.
RedirectURL FString& Output URL for a simple content redirect. Set this string and the engine sends it automatically via NMT_GameSpecific without additional code.

Return Type

void

Example

Direct clients to a content redirect server C++
void AMyGameMode::GameWelcomePlayer(UNetConnection* Connection, FString& RedirectURL)
{
    Super::GameWelcomePlayer(Connection, RedirectURL);

    // Tell the client where to download custom map packs
    RedirectURL = TEXT("http://cdn.mygame.com/packs/");
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.