More notes about some of the quirks hosting at the moment can be found here: ĭev-wise, there's a variety of conflicting information on where to implement session functionality e.g.
Interestingly Unreal's implementation queries the server rules as results arrive, so theoretically in the future we can have even more listing customization than before. One nice improvement compared to 3.0 is that the server list is virtualized, so the performance impact is minimal. Unreal makes this fairly easy to do, but having worked with the Steam APIs so much in the past I really wanted to wrap my head around what's going on under the hood of the online subsystems. Server BrowserĪ rudimentary version of the Steam server browser is now in-game.
Up until this update, 4.0 worked the same way, and in fact you could see the captures occurring at the origin point in the CQC map.ģD item previews (item > inspect) as well as the thumbnails are now rendered in their own separate pocket universes with their own lighting! I'm happy and excited to have gotten this working, though it's a bit hacked-together because Unreal does not officially support using multiple worlds at runtime. In 3.0 the item thumbnails are captured far away in the skybox, and are unfortunately affected by the global lighting conditions. This post also coincided with: 3.30.6.0 Multi-world Rendering