Fix 4

BOBA Playtest · published

Hosting Menu Fixes:

-Hooked up a new UI option so you can actually lock the lobby down (like Friends Only).

-Set up the logic so LAN creates a standard local game, while Online actually talks to Valve's matchmaking servers.

-Grabbed the hosts Steam profile name to automatically stamp the server as "YOURNAME's Lobby".

Server Browser Fixes:

-Ripped out the old search method and built a clean loop to grab Steam lobbies without freezing the game.

-Stopped the UI from cheerfully saying "Refreshed" when the server list is actually completely empty.

-Reconnected the loading and failure UI so players actually know what the menu is doing.

-Added a missing variable back into the join item widget so your local search stopped throwing those giant red errors.

Item Widget & Joining:

-Built a switch that checks if a Steam ID is valid, so the widget knows exactly when to read Steam data versus local LAN data.

-Swapped the basic join node for the Steam chain that grabs the host's profile ID, formats it, and fires the console command to punch straight through their router.

-Spliced the old loading screen and session info nodes back in before the teleport, so the game doesn't look like it just crashed when someone clicks join.

Voice Chat & Audio Fix

-Flipped the character blueprint to Always Relevant so the engine stops randomly muting players just because they walked out of direct sight.

-Checked the Teleport box on Set Actor Location node. Now, when players zip into the level, their voice audio components don't violently detach and leave them completely silent.

-Dropped an Is Valid check on the Player State so the voice components don't try to fire up before the server actually finishes loading the player's data.