anybody?
we are kind of stuck in that . we need to finish it tomorrow before wweekend.
Hi, sorry for the late reply. If it's still relevant, here's a screen shot:
You will have to create a GS Message Listener component in your game mode, then create an event for Message Updated Message from it.
MatchUpdateMessage doesnt return match ID for me either..So i guess its intended?
For manual matching, verifying the amount of participants on pending matches would be great. Youre already being notified every time a pending match changes with MatchUpdateMessage, but withouth the match ID its pointless, since I cant know which match, and therefore cant do anything about it.
I will have to keep pinging with findpendingmatches just to retrieve the number of participant data, which is info already being pinged to me trough the MatchUpdateMessage.
What Im implement is a force start. If theres more than 2 participants in a match, player will be presented with an option to force start, which is an event that will set matchData informing which players have opted to forcestart, if the majority opted, I will create the match. Its somewhat like this:
https://support.gamesparks.net/support/discussions/topics/1000081266
btw Im using Unity.
ahsan muzaheed
how to get matchId in MatchUpdatedMessage message?
i am using unreal engine sdk for gamespark