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Unreal SDK add Allocate + Reserve and changes to the plugin settings #1345
Unreal SDK add Allocate + Reserve and changes to the plugin settings #1345
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dunno the style for cpp well but would prefer to return early in the conditional with this one
eg. if the duration doesnt parse return and log ... if it does then normal flow no ident sendrequest
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don't believe unreal has a specific guideline for this but agree it looks better, will change
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Does there need to be more docs around how to use the the supplied methods, such as
Allocate
,Ready
,SetLabel
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I tend to agree, it might be worth adding a paragraph on how these mehtods / structs are available to be set from within UE4Editor?
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Might also be worth adding a paragraph around using this locally ... eg. how we can turn off the healthcheck/ready checks when just launching via UE4Editor that makes it easier for most GameDevs to iterate fast before pushing into our clusters.
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Have added some docs on how to use the sdk methods, please lmk if it makes any sense 😄
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For local dev (or for running outside an agones environment) I think the plugin could use some more work to support disabling executing the sdk methods / auto health checks. Was thinking about an additional config value
bAgonesEnabled
which can be set todefault
,forceEnabled
, orforceDisabled
, wheredefault
will disable calling out to the agones sidecar when running locally inside the unreal editor - but that's not something for this pr