_croqueteer_
04/09/2025, 10:20 AMOnParticipantSessionEnded , OnClientAppStatusChanged etc. to determine whether the player is online, instead of relying on dispatching heartbeats from the SessionActor?
I suppose this way we can detect earlier if a client has connection issues?
If our matchmaking algorithm evolves to be more complex, how many concurrent players is estimated to be easily be handled by a Multiplayer Entity?
Thanks beforehand for your help!Henri
04/09/2025, 10:55 AMOnClientAppStatusChanged. The message passing is somewhat obsolete approach by now, I guess.Henri
04/09/2025, 11:05 AM_croqueteer_
04/09/2025, 12:51 PM