I've created a custom matchmaking server for my UDK game in Lisp, with an UnrealScript front end that uses TcpLink. The process is very simple, with just a name and some params being sent to the Lisp server, and a port number sent back. My question is: how can I connect to a UDK server at runtime given said port number? I have the address, all I need is to connect to a running instance of UDK.exe at runtime and have the server take over the execution of the client. If any of this is unclear, please say so, and I'll rephrase myself.
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If you're just talking about just connecting a UDK client to a UDK server, an easy way to do it is to simulate a console command using
PlayerController.ConsoleCommand("open <ip>:<port>"). I think the official way to do it is to usePlayerController.ClientTravel("<ip>:<port>", TRAVEL_Absolute)(there's a little documentation on Beyond Unreal)Note that after the IP and Port, you might end up wanting or needing to append things like the player's desired name or team (e.g.
"<ip>:<port>?name=<username>?team=<team#>").