From what I can gather, the UE4 example does not require an AppID or an AuthTokenKey if I am self hosting the SDK example server?
I installed the LoadBalancing example Photon server on our server which is exposed to an external IP. I can connect to the server just by using this external IP address.
What is the purpose of the AuthTokenKey in Photon.LoadBalancing.dll.config?
Also, I do not need an AppID if I am self hosting?
For reference I modified the connect to the following:
Thanks
I installed the LoadBalancing example Photon server on our server which is exposed to an external IP. I can connect to the server just by using this external IP address.
What is the purpose of the AuthTokenKey in Photon.LoadBalancing.dll.config?
Also, I do not need an AppID if I am self hosting?
For reference I modified the connect to the following:
mpClient->connect(ExitGames::LoadBalancing::AuthenticationValues().setUserID(*UserID), ExitGames::Common::JString(L"UR") + GETTIMEMS(), *serverAddress, ExitGames::LoadBalancing::ServerType::MASTER_SERVER);
Thanks