Hi,
I'm writing a UT99 mod which requires some native code on the clients. The mod runs fine on both server and client as long as the client has already installed my DLL. But ... if the client hasn't yet installed the DLL (because it has to download it from the server first) it crashes with an ugly exception:
Can't bind to native class MyNativePackage.MyNativeClass
History: UClass:: Bind <- (Class MyNativePackage.MyNativeClass) <- ULinkerLoader::CreateExport ...
So my questions is:
How can I check if the client has installed my DLL?
If it has then I can call my native code. Otherwise I have ask the user if he trusts my mod ( ) and allows the loader (a normal UnrealScript class) to install the DLL so I can execute it after rebooting UT.
I'm writing a UT99 mod which requires some native code on the clients. The mod runs fine on both server and client as long as the client has already installed my DLL. But ... if the client hasn't yet installed the DLL (because it has to download it from the server first) it crashes with an ugly exception:
Can't bind to native class MyNativePackage.MyNativeClass
History: UClass:: Bind <- (Class MyNativePackage.MyNativeClass) <- ULinkerLoader::CreateExport ...
So my questions is:
How can I check if the client has installed my DLL?
If it has then I can call my native code. Otherwise I have ask the user if he trusts my mod ( ) and allows the loader (a normal UnrealScript class) to install the DLL so I can execute it after rebooting UT.