Using GPlayInEditorContextString To Find Multiplayer Context While Debugging In Unreal
Often when debugging a multiplayer game you’ll find yourself needing to understand which of your clients or servers breakpoint has been hit. Getting this value via PlayerState->GetPlayerID() and World->GetNetMode() can also be tedious, especially if you’ve not had time to set this up before hitting the breakpoint. Fortunately for us there’s a secretive variable that …