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Pass Error Information to Godot 4 client #187

@RAbsurdum

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@RAbsurdum

As requested in the HeroicLabs help forums, using "error( )" within a Before Hook on the server (via Lua) results in the Godot4 client receiving a "500: Internal Server Error", which then presents internally as "HTTPRequest failed!" instead of sharing the error message provided originally ( ). Would it be possible to create a way in Lua to interrupt the authentication process and return a message to the client without using "error()"? Or, failing that, could the Godot4 client pass along the provided error message so that it can be used to better inform the user?

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