SAVAGECAKE
NULLWEAVER dev log

Multiplayer Connect

Direct connect to a dedicated server from the main menu

What: A connection widget with a full state machine: Idle, Connecting, Failed, Timed Out. Type a server address, hit connect, it initiates a client travel. The widget handles travel failure events, network failure events, and a 15-second configurable timeout. All logic lives in C++. Blueprint handles only the visual layout (text fields, buttons, status text). There's a trick in here for development builds: it overrides network version compatibility checking so the Unreal editor can connect directly to a packaged dedicated server. Normally they'd refuse because PIE and packaged builds generate different version hashes, even on the same engine version. Saves a full client build every time I want to test multiplayer.

Why: Co-op game. Multiplayer has to work from the start, not get bolted on later.

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