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Using one Client as the Primary Client in a Network Game

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I want to write a multplayer (LAN and Matchmaker) Bingo game which I have done in the past with another game engine.

I want to have the client that creates the actual game (either LAN or Matchmaking) to be able to play but to also have control over calling the numbers, starting a new game when the current ends and changing the bingo pattern game type before each new game starts. How can I make that work with UNet? (So that all other clients are listening to the one that creates the actual...

Using one Client as the Primary Client in a Network Game

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