The way you formatted this is the same way every tutorial channel should. No wasted time, very quick and to the point, no extra junk. I've written and deleted the rest of this comment multiple times. I'll just get to the point. I've worked with the engine for several years and I teach it to kids. I don't really need tutorials anymore but I've never worked with multiplayer so I've been getting into some again. I'm almost done with DevAddict's tutorial on networking, it's 10+ hours long and not to be mean to him or anything but it's reminded me of why I've always hated having to turn to tutorials for help. I'm of course insanely grateful he went through the effort and his series has given me tons of knowledge I otherwise wouldn't have but it was definitely a drag most of the time. Your video was the opposite. I clicked on it because I wanted to see what a ~10 minute video had to offer compared to the 10+ hour series I'd just sat through. If you had a foundational set of multiplayer videos you could really corner the market here. Like, based off of this one video it wouldn't be optimal to create a video on how to implement text chat. And that's mainly because this video didn't cover things like passing variables and all that between players. You could turn this video into the first part of a foundational series. The next video would focus on how to pass fundamental player information between players. So you could show how to save a player's display information like name and "skin" (just a material option would be enough). After that you could branch off into multiple standalone tutorials that build off of that. Because once you have players able to open a "scoreboard" and see each others names it means you have variables set up for things that can be re-used for something like text chat. Text chat was covered in DevAddict's video but his video was crazy long and bounced between topics the entire time. I didn't want text chat so the time he spent on chat was not extremely relevant to me but I had to watch it anyway due to the formatting. I see someone asking about event replication with regards to things like doors. That'd be another excellent standalone spinoff topic for a multiplayer video. Even if you just had a video explaining what events should be handled by server vs client and what variables should be replicated you could save people actual HOURS of time.
Thank you immensely for the very positive comment! I value my audience highly and appreciate any feedback I can get. I have been looking into other areas of multiplayer, but I am still grasping the concept of how to get everything to work properly. I know there is a lack of good tutorials regarding multiplayer, however I do believe the reason is because of time constraints. Multiplayer videos take a lot longer to complete due to replication. I am currently working on my own test project that covers multiplayer, and I have yet to find a perfect and most optimal way to store and share variables properly between players. It took me a long time to grasp the concept of replication and how Unreal Engine 4 handles game mode. I think there is a great tutorial that touches upon the subject, but only vaguely. I hope Epic can create some more work on getting the basics setup. It would be perfect to have the creators to showcase the intended use and setup of multiplayer.
@@EliasWick I can see that!! I honestly think that I might do unreal from now on. I never got unity multiplayer working.. not even after a year! And I did this in 8 minutes!
Is it possible to make a cross platform game on unreal Engine 4 cause I'm try to make my own battle royale gamemode and I dont know how to do a lobby or allow other players to play
I think Epic games implemented a system or a online-subsystems just for that. But please check their official sources and don't trust me a 100% on this.
Hello great tutorial .. if I may ask how the engine knew it should spawn the second player on a different location? and how can I change that location so that every new player has a different spawn location?
I actually don't have any idea why that is. I guess you could try to add another spawn point, which in theory would allow you to force the spawn position for the second player! :)
There are of course many ways to do this. Instead of having it pop up when you start using the level blueprint. Implement the code on the player character and bind it to a an input on the keyboard.
It is built into Windows, if you search for CMD it will appear. It is called the command prompt. For finding your Public IP, just search for "What's my IP" on google.
Erick then, you know, I followed each step exactly, everything was ok, but... when I put the IP from another computer to connect to the same game as the person, I can't, he just won't press connect and doesn't enter the room where the person do you know how to solve this?
If you are on the same network, try to connect to your local IP address. If you are on windows, open the command prompt and type "ipconfig". That will show you the local IP of your PC. Then use that to connect. If that doesn't work, it's most likely because your ports are closed. Open port 7777 in your router.
@@EliasWick thx dude btw do you have a discord account cause im developing an fps shooter and i run through problems alot so it would be nice if i had your discord account
@@EliasWick Is it possible to make something in between? I have set up a system where you type a name and then the "sesion finder" searches for that name and connects. It works only for lan and I'm wondering how to do it online. Thanks for the response!
@@catninja4950 Well sure, you can use the session nodes along side the open level to connect to the host, via IP. This way you won't have to use the find session node, but lose the ability to retrieve certain information.
I've followed everything up to 7:00. Despite putting in the same IP address, the players spawn separately, not together. However, if I just PLAY without selecting host or connect, I can take control of both on the same map. What's the fix??
First of all awesome tutorial. Short and simple! But I have a bug when I connect to my friends IPV4 it just freeze for like 2 min then nothing happens. Do you know what could cause this? Could it be a port forwarding problem?
Thank you very much! Hmm... I guess that could be the case. If at all possible try to host yourself and have him connect, after you have opened ports. If he can join you, his ports are most likely closed.
@@EliasWick Just solved it! I had a problem with my ISP provider. Apparently the port showed open on my router but it was actually blocked somehow. I just called my ISP and they fixed it for me! Thanks again!
One question when I did this my friends for some reason had to change ports on their computer to be able join me and any others who had the demo of a game I made any idea on how to fix this problem
Right, so the only person that has to open ports is the one hosting the game. If other players still can't join, it may be because Windows or an anti-virus software doesn't allow the other clients to connect. There are a variety of ways to verify that your game is hosted and other people can join. Simply open two instances of the game, host the game on one and from the other connect using your Public IP address. If you can't connect that way, then your ports are still closed, or another network error may have occurred.
Do you have a tutorial with this same concept without having ports open? Many people cant or dont know how to do that and so there would not be a lot of lobby's in the game.
Well, you will need to have ports open in order to Host the server. Unless you access authority over a server on a different network. Setting up something like that requires someone with a good knowledge of Networking, the actual engine source, among other things. I suggest looking at another option before you try to create a system that you wish to make. I actually don't even know if I can make a tutorial "friendly" enough for such a system. I am thinking of creating a how to open Unreal Engine 4 Ports video. However, I don't have a date for when that would be released.
@@EliasWick Oh ok yhank you. One of the things preventing me from making one of my game Ideas is because of multiplayer. This video is a great help for a few of the other ideas I just need to let players know that's what you have to do to make a game. Love your work keep it up :D
@@dellfire8826 Thank you very much! I appreciate it, and best of luck with your game ideas. I am sorry I couldn't help you more with the networking idea. There are some videos on TH-cam going over a more complex setup which could be beneficial in your case. Instead of a Listen server, you want a dedicated server. Where server only hosts the game and you can play from another location.
@@EliasWick thank you for the tutorial. New to unreal so idk if unreal is 'locked' to port: 7777, else it would be possible to add a textbox where server/client inputs the port number. - That will not open any ports but then if you already have some port open you could use that port number. Eg. if you ever hosted a minecraft server that people could connect to, then you could use that port number (default = 25565). Or...?
@@Slamsneider Glad you enjoyed the tutorial. I do understand what you mean, however I am a bit unsure how you can change the port inside of the game through a textbox. It is possible to do that, I just wouldn't know how. If you wish to change the port, it should be doable inside of the project or game settings menu. If you search for Port, i think you should see a field that says 7777. There could perhaps be a console command that you can run which will change the port. Since you can trigger / run console commands in game using blueprints, that would be my best bet to how you can add that feature. Best of luck! :)
@@EliasWick Thanks, but I already found a solution, it was a VHS filter that I added which was not displaying correctly, the multiplayer works, great tutorial!
Yes, you should be able to use it without any issues. You can probably follow a tutorial with Hamachi for any other game. I think the process is very similar. Just make sure that the proper ports are open.
Very new to multiplayer so this question may be noobish but then player who connects to the others ip adress will be set as the player at index 1? And the one hosting at index 0?
Hi, could you make a tutorial how to make this server logic public? I opened port on my router (port 7777) and it doesn't work. Although I have no idea if I'm doing it correctly. Great tutorial btw
I can make a tutorial, however... it wouldn't change the fact that there would be unique cases for each individual. For instance, if you have a shared IP, by default it wouldn't work by opening ports. If your ISP is blocking that port, no matter what you do, opening it won't do anything. And so on...
Trying this on unreal 5.4. I've had to change something slightly and I'm new to unreal but I'm pretty sure it effectively does the same thing. It works in the editor, as it does on a local network. However I can't get it to work using public ipv4 adresses, port 7777 is opened in my router, and i've used minecraft to host a game on that port to confirmed that this was done properly. I'm not sure what could be missing so if you have any insights, that's be nice, but if not no biggie. Thanks for the quick tutorial, it was very nice!
@@EliasWick local IP works, localhost does not (or maybe i missunderstood localhost and tested it wrong tbh) In the ui blueprint, for the event when clicking on the buttons, I didn't have the same nodes. On my end I have two "bind event to on clicked" linked to a custom event and i'm implementing your logic there. Those nodes are linked to the "Event construct node". Which quite frankly I have no idea what it does but as it worked in the editor I thought it was fine.
@@_Ligneel I see, if you can connect locally, it's likely that you don't have a public IP. You should ask your ISP for one. If you can host a minecraft server, it's maybe a NAT that does it.
@@EliasWick I'm not sure I follow, because I do have nat rules set up for my ports. If I check using a website if the port is open without anything running it shows my port is closed. If i start a minecraft game on that port, it shows that it's opened. But when I host the unreal engine game and check it still says that it is closed. I'm pretty sure my IP is full stack if that's what you were referring to? as far as I understand opening ports and such works fine on it, I have had other ISPs for which it was not the case.
What I showed is one method of connecting and hosting. Using the advanced session plug-in, you have the ability to control more of the hosting and listing of the server. Read the included documentation with the plug-in, it should explain everything.
First I wanted to say this tutorial was fantastic ive never watched a tutorial and thought to myself afterwards damn it just worked no issues. Also secondly I have a request im playing with my friends now but only the host has the ability to mess with the world. I have a pick up and hold objects in the air thing going on with the first person bp. I'm wonderin if you know the solution for people that join the host to make changes to the world and show up on everyone's client.
I dont mean to be so off topic but does anyone know of a method to get back into an Instagram account? I was dumb lost my login password. I appreciate any tips you can give me
@Vivaan Albert Thanks so much for your reply. I got to the site on google and I'm in the hacking process atm. Takes quite some time so I will reply here later with my results.
Nice tutorial! Can I follow the same steps without packaging the project? I want to play the same project on two PCs from the editor. PC1 host server and PC2 join the server,
Hey Sahar! To be completely honest with you, I really don't have the answer to your question. But, allow me to elaborate a bit. When Epic games were testing Fortnite and the multiplayer features, they must have done so from multiple computers. So, thinking about your question from a logical perspective; it should be totally doable. Theoretically this shouldn't be to difficult to test. Just follow the steps below and let me know if it works: 1. Copy the entire project folder from one PC to the other, so that they both have the same files. 2. Launch the engine on both computers and press play in editor. 3. Press the host button on PC1, to start hosting. 4. Once PC1 is hosting, join with PC2. I also found some more information about the topic here: forums.unrealengine.com/t/multiplayer-in-editor-on-multiple-pcs/425081
@@EliasWick I faced this error "LogNet: Warning: Travel Failure: [LoadMapFailure]: Failed to load package '/Game/Maps/UEDPIE_0_MetaHumanVR_M_SampleMap' LogNet: Warning: TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_MetaHumanVR_M_SampleMap''. Shutting down PIE. PIE: Warning: TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_MetaHumanVR_M_SampleMap''. Shutting down PIE."
@@EliasWick Yes, the hosting PC is working, but the issue when I join the server via IP address in PC2. Also, I am connecting the two PCs to the same network
@@EliasWick i want to ask do you have a mail? i need help with the project (simply the problem is that movement is not working and the camera movement)
hey, it's a old tutorial but still work fine, but i have a problem, when i enter a wrong ip or something that isn't the IP to join the game, the game crash, how can i make it so if the ip is wrong it just show a text that say wrong ip else thanks for this tutorial
You can have a timeout to check whether or not you have changed level. Alternatively, you should probably use the real nodes created for hosting and joining a server. I know it is a bit more work, but it's sure worth it! :) I also believe the game wont crash if you actually package the game.
Any connection. You have to open the port 7777 in order to allow people to connect to your server. Only the person hosting the server, has to open port 7777.
I'm looking to make a 4player co op 3D action game, is this method scalable to 4 or is something else recommended? I'd like people to be able to connect to dedicated later in the project. (As to avoid strangers having to hand out their IPs to others) But I'd also prefer to avoid paying for dedicated servers until a testing phase
Makes sense, this is absolutely a fully working method for 4 players. You need the source code in order to create dedicated servers. Unfortunately I don't know too much about that. There should be some tutorial on TH-cam covering dedicated servers, if I am not misstaken. Best of luck Jacob!
Well yes and no. The person that is going to play with you has to connect to your server on your computer and that is done over the internet. There are two types of connections. LAN is when you connect within your network. So everyone that has access and is using your WIFI and WAN (Cable connection to modem / router) can connect to your server. But anyone that doesn't have access to your network can't join the server. ONLINE is when you open ports on your router to allow others to connect to your server. Essentially, if you don't open ports, only people from your home can play on the server. If you open ports, everyone from the world can play on your server.
Oh my god! This is so unfair! :D I am new to Unreal, but have some experience in Unity. Recently I had to work on a multiplayer game and it was so annoying.. Can't believe this is so simple. Kinda mad at it :D
I made a simple battle system in my game, but when someone dies it only shows on one persons screen, and only one person can shoot. Do you know how I could fix this?
Hello, I attempted to use this method for a two-player VR game. However, I'm experiencing some issues. While I can see the second player, their headset appears to be on the ground and their movements are choppy. The hand and head gestures are not registering properly. Could you please help me? I'm having trouble replicating the game. Thank you.
Hey! I am not familiar with VR to help you resolve those issues. It is likely that you would need to hire someone who knows more about multiplayer and VR to resolve more difficult issues.
@siber gemi team You need to go into your router, open the port 7777 on both UDP and TCP. Once that is done for your device, you should be able to invite others to play with you on your server.
It is nothing wrong with my tutorial, it is just that Unreal requires you to implement replication. Without it, the server won't be able to tell the clients that somethig has happened.
@@EliasWick I did the same steps but, on client server with 2 number of players the menu doesnt pop up(it does on standalone) i guess its because second player joins directly. Couldnt figure that out💀
No, not at all. Once you compile the game shown at the end of the video. All you need to do is to send the packaged files to the people you want to play with. You can most likely ignore what I am about to say here, but here I go anyway: If you send the files to someone with a newly installed computer and the first thing they are going to do is to play your game, they may need to install some libraries and files. These can be found in the prerequisite folder, which is included with the packaged files. If the one that you will play with have played any game like Fortnite, Borderlands, etc. They most likely already have the prerequisites installed.
I have a error that is "TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap'. Shutting down PIE." any help will be appreciated.
A few months ago you mentioned that you are building an IP hiding system. How you doing? Most games have access to the console where you can see IP anyway, does your system hide it there too?
Hey, the IP hiding system that I was developing is now done. I just need some time to upload it and create some videos about it. The system hides the IP completely. Instead of "213.2.147.182" you will get "PUYLRAJFXFMLYVKEGFQBYIZBA". You will also be able to modify the IP further with a key, so that other people will have to use the same key to access your IP. I apologize if this may sound very confusing, the video will clear up most of the confusion.
@@EliasWick One more question, please, if I want to play it, how a friend or I find out a friend's IP when we play on a mobile phone. It annoys me, PC and mobile are the difference, so I have no idea how to play on mobile;)
@@DraxCZ If you want to find your IP address you will have to login to your router and find your local IP address. Alternatively find your Public IP and open ports. You can also try to start the server using localhost. However, I am not really sure on the exact wording for contacting to your local host. As for setting up the playable game on mobile, you will have to do some tweaking that would be very individual to your project. I can therefore not be helpful about that.
Is there any way to check if connection was successful? I want to set an "isOnServer" variable if I joined successfully. As it is, it takes me to the main menu again if it fails to connect
There is an event that executes on the server when someone joins. I think it is found in the game mode actor. Otherwise you can use the sessions nodes to gain access to more data from connections.
@@EliasWick oh cool. I'll see if I can find it, thank you. I was under the impression that sessions and this method didn't work together? I'm really new to unreal so please forgive me 😅
@@mrscrewu1199 No that is cool! To break things down futher: You can connect to the same server using sessions and via IP. The different is the information passed from client to server and the other way around.
Thank you for making this man! So I got to the part where I try to host my own from one of the clients (which works). When I try to connect to it via IPv4 however neither of them will work. Any idea what might be the issue?
You should be able to connect any time through your local network. Perhaps you missed a step in the tutorial? What Unreal Engine 4 version are you using?
@@EliasWick I'm using 4.13.2 it looks like (I just re-downloaded it before starting your tutorial). I have gone through it a few times since I'm very new to this and feel like I followed everything appropriately... but I will try that again. One thing that may help with the troubleshooting... in both instances when I run around after hosting their own servers, the shadows from both will reflect on each other (even though the character models you can't see). I'm not sure if that would tell you why it might be messed up, but I found that odd that shadows would be affecting each other if they were truly on separate hosting sessions.
@@wolfsshadow6130 The version you are using is rather old and perhaps this method of creating a multi-player game doesn't work on your version. I suggest you take a look at the the online subsystem nodes which I go over briefly in the video. They should work in your case. It is a bit more work to set it up. But there are a few other tutorials that covers them.
I think you have to be more specific in order for me to answer. If you are asking if the server can be hosted on a server, and that the player connect to that instead, then sure; that would work. In the case of hosting on a server, and you not playing yourself, you most likely want to use a dedicated server. This method shows how to host a listen server.
@@batman576 Funny you should ask. I am creating a tool for exactly that. I will post a video about it in a couple of days. The tool / script will generate a new IP for you that others can use in order to connect to your server.
I have another pc I want to use as the dedicated server for my game. I installed windows server on it and coppied my server built on it. I also opened port 7777 for the ip of that pc. Still i cannot connect to that pc with my game on my main pc. Can you guide me with the process of how I can do that? Thanks
If they are on the same network. Try to use the local IP of the PC. It should be something like 192.168... Use CMD and Ipconfig to list IPs. If you can connect to the local IP but not the public IP, ask your ISP to give you a public IP Adress.
@@EliasWick Yes I can connect on my local machines. But I want anyone who has the game and joins my ip to join my server. I think I need to get a public IP. Thanks for the help!
Hey, Elias I know it might get annoying on how much I comment but I got multiplayer working with my friends!! I used Steam Online Subsystem no port forwarding or ip address required. I was able to play with my friend and it worked perfectly fine!.
No, you can play with people from other networks as well. The one hosting the server will have to open ports if they want to play with people from other networks. If you want to play locally on the same router "LAN", you can do that without having to open ports. I am going to release a "How to open Unreal Engine ports" video in the coming month as well. You can easily check if people from other networks are able to connect to your server. Simply try to join a server with your public IP address. If you manage to join, then people on other networks will also be able to join.
ty i just wanna ask can i use program called (Hamachi) but i tryed this way throught give the game to my friend in itch io but its not work but maybe its not worked cuz i made a mistake Ty btw for this video @@EliasWick
I am back with another question if thats alright, so im making a multiplayer game with different playable characters and skins, i want a character select screen, im guessing i would need to connect to the server beforehand, so how would i do this?
No, not at all, but that would be one way of doing it. I unfortunately can't explain this in to you here on TH-cam. But in the essence, you want to learn more about replication. Store a variable that is replicated. Share that information upon connecting to the server. Tell the server about the variable and let the server tell you and the players that you should use a specific skin.
@@EliasWick he could only host new server and connect to it if he launched the game twice on his pc, i was trying it with more peoples but they couldnt connect too only devices on my network could connect
@@solid_caliber6256 I see, you need to open ports on your router. If you have ever hosted a Minecraft server; you need to do the same steps when it comes to opening ports, however, it is for port 7777.
@@EliasWick Thanks Can You make a tutorial on how to make working vehicles I am creating a multiplayer racing game to play with my friends I would really like if you do this
hey, great tutorial, very simple to follow. ive been having problems and trying to fix them for a while, i then went back and realised i hadnt set it to run as listen server. i then also realised i dont even have that as an option, i then found that instead there was a box to check, and if you leave it unchecked it makes it a listen server? i left it unchecked but it still wouldnt connect. also, im not doing this in the exact same way as you i do you go into a menu and then that pops up, and if you hit host you go to your own server, and if you hit connect youre meant to join the server using that ip address, but hitting connect is doing nothing. im completely lost.
@@cringeycrab5196 Try to use the local IP address. If done correctly, they should work in all cases. Make sure you entered the option string in the open level node as well.
Is there a way to multiplayer like this in HTML5? tried alot of different things, but seems there's a lot of under the hood work to do to get it working
Hey I know this is an older video but I’m working on a game in unreal engine 5 and was wondering about the basics and I plan to have the game have multiplayer functionality from the gate. My question is, is it still the same basically with UE5 and rather than hosting off your personal ip, how would I go about hosting my server through a server hosting service for security and performance purposes? Say I want my game to have 50+ players possible. Thanks in advance if you take the time to respond on this older video :)
Even though this video showcases Unreal Engine 4 and is about 2 years old, Unreal Engine 5 still uses the same technology; so everything still applies. Right, so let's dive into the details of creating a multiplayer! :) HOSTING TYPES: You can have two different types of servers, listen and dedicated. Listen server is what I show in the video, a dedicated server is the server that allows you to host without playing or running the actual graphics. HOSTING SESSION DETAILS: In my video, I showcase how you can host a server that allows anyone with your IP to connect. If you want a server with options, you should look into the online session nodes. These allow you to customize things such as: Should the server be LAN only? How many players should be able to connect. Should the server ask for a password, etc.? JOINING TYPES: When it comes to joining, in my video you can only join the server if you have the IP and enter it into a textbox. Usually you will have a system that scans all of the available servers and lists them, so that the player can chose which one to connect to. For this you will most likely need an online sub system. Steam has a system that allows you to host a server, so that it will be visible to other people playing your game on steam. Without enabling this, no one will be able to see your server in the list, unless they are on the same network as you. DEDICATED HOSTING: In most cases you will end up having a dedicated server, with specific session details that the player can control. When they host, they actually don't host the game on their PC, the game is hosted through a hosting service like AWS. There are multiple reasons for why you would want to do this. In the event that the player who "hosted" the server quits the game or gets disconnected, all of the other players can still play. It is also more performant to run a server on a platform dedicated specifically for hosting. MISC: You can use a bunch of tricks to hide your IP address, if you worry that people will do malicious things if they get it. I will be posting a video about that in the upcoming future. I hope this was helpful as a brief overview of your alternatives.
@@EliasWick thank you so much for taking the time to respond! I look forward to the more in depth video as in the later stage obviously security will be a concern. As of now, if you don’t mind while I’m probably at 0.001 of the development stage lol could I or how would I go about inviting a friend to play test my game in the current state or when I implement new functions and content? Would I need to package and send as I would a final product or could I invite them to an in editor play session? Also as my game is VERY wip, while I do trust my friends I would have try or play test is there precautions you can take if it is a matter of packaging and sending like a final product to ensure your product is safe from being stolen, manipulated or repurposed as I said very early in development and haven’t yet got into the copyright and legal protection stuff etc sorry if my questions are dumb I am VERY new to this development world lol. Thanks again for the responses and look forward to upcoming videos!
@@MALDOxMEMES No worries, glad I could help! As for playing with friends, get it running on Git or some other source control software. They can then grab your stuff as soon as you merge in all the changes you do. What I have been doing personally is to just package, zip and send to people. Packaging is faster after the first time. If you package your game, they won't get access to your source code. One thing to note is that it isn't impossible to break the .dat files containing all of your game assets. If that is broken, you can steal assets like textures and models (code and shaders can also be "stolen", you can basically see the code in written format.). This possible with Unreal Engine 4. I don't know about Unreal Engine 5, but it should still be possible. People don't really do it, and it is not simple to do. Basically, this could be done to almost all projects, on all engines. Thank you :D
LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=0.000 Y=0.000 Z=0.000] for [BP_ThirdPersonCharacter_C] LogGameMode: Warning: SpawnDefaultPawnAtTransform: Couldn't spawn Pawn of type BP_ThirdPersonCharacter_C at Rotation: Pitch 0.000000 Yaw 0.000000 Roll 0.000000 Translation: 0.000000 0.000000 0.000000 Scale3D: 1.000000 1.000000 1.000000 -- this is my console, I understand that this concerns the spawn of my pawn, that there is a conflict somewhere, but I do not understand where the error is, I have checked everything possible, I hope you
@@manikantlawania529 It's unfortunately best to call them and ask if they have certain ports locked. If you play other games and hosts servers. It's most likely not an issue with your ISP. In the project or engine settings you can change the server port.
for some reason the hosting is working but not the connecting portion. did anyone else have this issue or know what might be happening? i have the open level node with the level name going from the ip address box to text to string to name. nothing in the options on that one.
I have to say it. Ive been reading the comments and I feel sorry all the dumb comments. I believe no question is stupid, but these questions have made me change my mind about that. Anyways,,,,,,, People this guy is demonstrating step 1, the very basics of the built in multiplayer system and your asking questions about step 3 million pertaining to a finished marketable software package as if it would only take basic beginners knowledge and about 8 minutes of your time.
why when i host from the server window and my client connect to it they dont have pawn ? but if i host from a client everything is fine they spawn correctly with pawn in possession
Amazing tutorial. Is there a way I can make it show the current servers ip on the side of the screen so a user can tell another user the server name and then join it?
Thank you! I am not exactly sure on what you mean with "show the current servers ip on the side of the screen". Do you mean that when a player joins the game, the Server IP should display on his screen, so that he can tell others what it is? Or do you mean that in the game, when it starts up, the IP of your server should be displayed on the screen of the main menu?
@@EliasWick So lets say you have started hosting a server. Is there a way I can make it show the current IP you have instead of needing to go into cmd.exe to get it?
@@theschmerlo Oh, I see. Well, not right of the bat. I think you need some C++ for that. But it should be fairly simple to expose. You can search for the term: "UE4 Blueprint get IP address" and probably get some results :)
The way you formatted this is the same way every tutorial channel should. No wasted time, very quick and to the point, no extra junk. I've written and deleted the rest of this comment multiple times. I'll just get to the point. I've worked with the engine for several years and I teach it to kids. I don't really need tutorials anymore but I've never worked with multiplayer so I've been getting into some again. I'm almost done with DevAddict's tutorial on networking, it's 10+ hours long and not to be mean to him or anything but it's reminded me of why I've always hated having to turn to tutorials for help. I'm of course insanely grateful he went through the effort and his series has given me tons of knowledge I otherwise wouldn't have but it was definitely a drag most of the time. Your video was the opposite. I clicked on it because I wanted to see what a ~10 minute video had to offer compared to the 10+ hour series I'd just sat through.
If you had a foundational set of multiplayer videos you could really corner the market here. Like, based off of this one video it wouldn't be optimal to create a video on how to implement text chat. And that's mainly because this video didn't cover things like passing variables and all that between players. You could turn this video into the first part of a foundational series. The next video would focus on how to pass fundamental player information between players. So you could show how to save a player's display information like name and "skin" (just a material option would be enough).
After that you could branch off into multiple standalone tutorials that build off of that. Because once you have players able to open a "scoreboard" and see each others names it means you have variables set up for things that can be re-used for something like text chat. Text chat was covered in DevAddict's video but his video was crazy long and bounced between topics the entire time. I didn't want text chat so the time he spent on chat was not extremely relevant to me but I had to watch it anyway due to the formatting. I see someone asking about event replication with regards to things like doors. That'd be another excellent standalone spinoff topic for a multiplayer video.
Even if you just had a video explaining what events should be handled by server vs client and what variables should be replicated you could save people actual HOURS of time.
Thank you immensely for the very positive comment! I value my audience highly and appreciate any feedback I can get.
I have been looking into other areas of multiplayer, but I am still grasping the concept of how to get everything to work properly. I know there is a lack of good tutorials regarding multiplayer, however I do believe the reason is because of time constraints. Multiplayer videos take a lot longer to complete due to replication.
I am currently working on my own test project that covers multiplayer, and I have yet to find a perfect and most optimal way to store and share variables properly between players. It took me a long time to grasp the concept of replication and how Unreal Engine 4 handles game mode. I think there is a great tutorial that touches upon the subject, but only vaguely.
I hope Epic can create some more work on getting the basics setup. It would be perfect to have the creators to showcase the intended use and setup of multiplayer.
bro this is easily the best tutorial overall ive seen, nothing complex, no time wasted, everything explained and its short
Thank you very much!
It is so incredible how unreal has made it so easy to do. Thanks for the video!
I know right? Incredible simple!
I have been learning mirror in unity for like.. a year and then I was like "Why don't I try unreal!" this was truly unreal. Liked and subbed!
Thank you very much! I hope you will give unreal a chance. It is difficult at times, but the community is really great!
@@EliasWick I can see that!! I honestly think that I might do unreal from now on. I never got unity multiplayer working.. not even after a year! And I did this in 8 minutes!
@@popcat9148 Haha, glad you enjoyed the video! Best of luck! :)
Quick and simple. I'm sure there is a ton of nuance to multiplayer, but you covered exactly what I was looking for in less than 10 minutes.
Thank you very much Anthony. I am sure you have had some time to now look into replication, and noticed the difficulty of getting the grasp of that ;)
elias wick you litterally the best. i scrolled down and you responded to just about every comment.
Hey! Thank you very much! I really appreciate your comment!
@@EliasWick I will watch this my question is this with Epic Online Services
@@holdthetruthhostage Epic Online Subsystem is a separate thing. You can read more about it online :)
@@EliasWick ok but what's the difference
@@holdthetruthhostage This will explain how it works: docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/EOS/
This tutorial is exactly what I was looking for your epic
Thank you sir! Glad you liked it!
Bruh You have made the Best multiplayer tutorial for unreal engine 4 ever, Period.
Thank you very much Jon!
Is it possible to make a cross platform game on unreal Engine 4 cause I'm try to make my own battle royale gamemode and I dont know how to do a lobby or allow other players to play
I think Epic games implemented a system or a online-subsystems just for that. But please check their official sources and don't trust me a 100% on this.
@@EliasWick ok thxs I appreciate the feedback
Thank you so much for this video! I am a fellow Swede and really like the simplicity in your videos
Thank you Alexander, I appreciate the comment!
Hello great tutorial .. if I may ask how the engine knew it should spawn the second player on a different location? and how can I change that location so that every new player has a different spawn location?
I actually don't have any idea why that is. I guess you could try to add another spawn point, which in theory would allow you to force the spawn position for the second player! :)
@@EliasWick thank you, I will give it a try :D
when playing how can i get rid of the interface and turn if back on when neccessary
There are of course many ways to do this. Instead of having it pop up when you start using the level blueprint. Implement the code on the player character and bind it to a an input on the keyboard.
What was the name of the app where you find the Ip Adres
It is built into Windows, if you search for CMD it will appear. It is called the command prompt.
For finding your Public IP, just search for "What's my IP" on google.
Does this work between networks or only on the same wifi?
It works both on wifi and between networks if you open ports. I have a video about opening ports on my channel as well! :)
does this work with ipv6? I don't have a ipv4
I guess it should?
Try it. It only takes s couple of minutes to setup :)
Bro i was searching that for 2 months Thankss!!!
Glad you like it! :)
Thank you! This is exactly what i needed! All works perfect but to make really good online games i need to learn a lot more...
Thank you for the comment! You are completely correct! :)
Erick then, you know, I followed each step exactly, everything was ok, but... when I put the IP from another computer to connect to the same game as the person, I can't, he just won't press connect and doesn't enter the room where the person do you know how to solve this?
If you are on the same network, try to connect to your local IP address. If you are on windows, open the command prompt and type "ipconfig". That will show you the local IP of your PC. Then use that to connect.
If that doesn't work, it's most likely because your ports are closed. Open port 7777 in your router.
@Elias Wick thanks!
Hey! I'm pretty new to Unreal Engine and I'm wondering how would I make different players be different characters. Thanks in advance!
I can probably create a tutorial for that. It shouldn't be to difficult though.
@@EliasWick That would be amazing!
I’m making a game and would love online coop this has helped me so much to achieve my dream 😊 thank you!!
I am so glad I could help Liam!
Does it work if its not on the same computer
Yes, absolutely.
@@EliasWick thx dude btw do you have a discord account cause im developing an fps shooter and i run through problems alot so it would be nice if i had your discord account
What is the difference between this and creating a session?
Session allows you to control the number of players, enable lan only, among other features that Direct IP can't help you set up.
@@EliasWick Is it possible to make something in between? I have set up a system where you type a name and then the "sesion finder" searches for that name and connects. It works only for lan and I'm wondering how to do it online. Thanks for the response!
@@catninja4950 Well sure, you can use the session nodes along side the open level to connect to the host, via IP. This way you won't have to use the find session node, but lose the ability to retrieve certain information.
I've followed everything up to 7:00. Despite putting in the same IP address, the players spawn separately, not together. However, if I just PLAY without selecting host or connect, I can take control of both on the same map. What's the fix??
Put more spawn points in the level to get more places for players to spawn :)
🤔 If I have a VR setup can I still go this way first ? Is the pain the replication later?
Replication can be a pain, absolutely. You can try to see what happens, it only takes a few minutes to setup.
First of all awesome tutorial. Short and simple! But I have a bug when I connect to my friends IPV4 it just freeze for like 2 min then nothing happens. Do you know what could cause this? Could it be a port forwarding problem?
Thank you very much!
Hmm... I guess that could be the case. If at all possible try to host yourself and have him connect, after you have opened ports. If he can join you, his ports are most likely closed.
@@EliasWick Just solved it! I had a problem with my ISP provider. Apparently the port showed open on my router but it was actually blocked somehow. I just called my ISP and they fixed it for me!
Thanks again!
@@mighty_catab That's awesome! Thanks for getting back to me!
Best of luck Tactu! :)
One question when I did this my friends for some reason had to change ports on their computer to be able join me and any others who had the demo of a game I made any idea on how to fix this problem
Right, so the only person that has to open ports is the one hosting the game. If other players still can't join, it may be because Windows or an anti-virus software doesn't allow the other clients to connect.
There are a variety of ways to verify that your game is hosted and other people can join.
Simply open two instances of the game, host the game on one and from the other connect using your Public IP address. If you can't connect that way, then your ports are still closed, or another network error may have occurred.
hey this can work on diferent pc for example in my pc and in my friends pc?
Yes! :)
Dude I subbed you totally deserve more views and followers your so smart and awesome
Thank you very much! I really appreciate it! :)
@@EliasWick no I appreciate you
Do you have a tutorial with this same concept without having ports open? Many people cant or dont know how to do that and so there would not be a lot of lobby's in the game.
Well, you will need to have ports open in order to Host the server. Unless you access authority over a server on a different network.
Setting up something like that requires someone with a good knowledge of Networking, the actual engine source, among other things.
I suggest looking at another option before you try to create a system that you wish to make. I actually don't even know if I can make a tutorial "friendly" enough for such a system.
I am thinking of creating a how to open Unreal Engine 4 Ports video. However, I don't have a date for when that would be released.
@@EliasWick Oh ok yhank you. One of the things preventing me from making one of my game Ideas is because of multiplayer. This video is a great help for a few of the other ideas I just need to let players know that's what you have to do to make a game. Love your work keep it up :D
@@dellfire8826 Thank you very much! I appreciate it, and best of luck with your game ideas.
I am sorry I couldn't help you more with the networking idea. There are some videos on TH-cam going over a more complex setup which could be beneficial in your case. Instead of a Listen server, you want a dedicated server. Where server only hosts the game and you can play from another location.
@@EliasWick thank you for the tutorial. New to unreal so idk if unreal is 'locked' to port: 7777, else it would be possible to add a textbox where server/client inputs the port number. - That will not open any ports but then if you already have some port open you could use that port number. Eg. if you ever hosted a minecraft server that people could connect to, then you could use that port number (default = 25565). Or...?
@@Slamsneider Glad you enjoyed the tutorial. I do understand what you mean, however I am a bit unsure how you can change the port inside of the game through a textbox. It is possible to do that, I just wouldn't know how.
If you wish to change the port, it should be doable inside of the project or game settings menu. If you search for Port, i think you should see a field that says 7777.
There could perhaps be a console command that you can run which will change the port. Since you can trigger / run console commands in game using blueprints, that would be my best bet to how you can add that feature.
Best of luck! :)
I have an issue with this, when my friends join, their screen turns white, any way to fix this?
Oh, this sounds unusual. Try to recreate the entire project again.
@@EliasWick Thanks, but I already found a solution, it was a VHS filter that I added which was not displaying correctly, the multiplayer works, great tutorial!
@@ElMasterTrolaster Oh I see! Glad you found a solution, and thank you for letting me know what it was! :)
GREAT VIDEO VERY HELPFULL WELL DONE MATE I AM PROUD OF YOU
Hehe, thank you very much Goldfish :D
Can this be used with Hamachi? I can't find any videos on it.
Yes, you should be able to use it without any issues. You can probably follow a tutorial with Hamachi for any other game. I think the process is very similar. Just make sure that the proper ports are open.
is there any way to make the players be differents character blueprints?
Yes there is! :)
It's to complicated to explain here. But on spawn the player character should possess a different character class.
Thanks :)
hey really good. but what ports do i need to open...?
The port is 7777. The protocol UDP should be enough. You can change the port in the project or engine menu.
Why does my First Person Character spawn underground? Thank you in advance
I wouldn't know unfortunately. Try to move the spawn location, or add more spawn locations :)
@@EliasWick Thank you very much, and sorry for the long response, wasn't paying much attention until now
Very new to multiplayer so this question may be noobish but then player who connects to the others ip adress will be set as the player at index 1? And the one hosting at index 0?
I do believe so yes! The player controller index is a different story however.
@@EliasWick player controller is always 0 right? Because it depends on the computer
@@xavmarz755 I think you use other controller indexes if you play multiple people locally on one PC.
works fine with local network however if i use different networks and type public IP it won't work, any idea?
Did you open the ports on your router?
will this work from separated computers?
Yes! :)
i used advanced session system for steam ue5.3 and not worked. in same pc it works fine in 2 speraated pcs it wont work. please help!@@EliasWick
WTF this is far more simple than everyother i watched and it worked
Haha I know... I tried to keep it simple.
For some reason I can no longer move the main viewport player when I begin playing, any advice?
Press the windows key on the keyboard and it will give you control over your mouse cursor :)
Hi, could you make a tutorial how to make this server logic public? I opened port on my router (port 7777) and it doesn't work. Although I have no idea if I'm doing it correctly. Great tutorial btw
I can make a tutorial, however... it wouldn't change the fact that there would be unique cases for each individual.
For instance, if you have a shared IP, by default it wouldn't work by opening ports. If your ISP is blocking that port, no matter what you do, opening it won't do anything.
And so on...
Trying this on unreal 5.4. I've had to change something slightly and I'm new to unreal but I'm pretty sure it effectively does the same thing.
It works in the editor, as it does on a local network. However I can't get it to work using public ipv4 adresses, port 7777 is opened in my router, and i've used minecraft to host a game on that port to confirmed that this was done properly. I'm not sure what could be missing so if you have any insights, that's be nice, but if not no biggie. Thanks for the quick tutorial, it was very nice!
@@_Ligneel are you able to connect to a local host? To a local IP? What did you have to change?
@@EliasWick local IP works, localhost does not (or maybe i missunderstood localhost and tested it wrong tbh)
In the ui blueprint, for the event when clicking on the buttons, I didn't have the same nodes.
On my end I have two "bind event to on clicked" linked to a custom event and i'm implementing your logic there.
Those nodes are linked to the "Event construct node". Which quite frankly I have no idea what it does but as it worked in the editor I thought it was fine.
@@_Ligneel I see, if you can connect locally, it's likely that you don't have a public IP. You should ask your ISP for one. If you can host a minecraft server, it's maybe a NAT that does it.
@@EliasWick I'm not sure I follow, because I do have nat rules set up for my ports.
If I check using a website if the port is open without anything running it shows my port is closed.
If i start a minecraft game on that port, it shows that it's opened.
But when I host the unreal engine game and check it still says that it is closed. I'm pretty sure my IP is full stack if that's what you were referring to? as far as I understand opening ports and such works fine on it, I have had other ISPs for which it was not the case.
as far as I can tell using websites like what is my ip or whatever i do have a public ipv4 adress
Amazing video.
How can i do this with advance session plug in so anyone in anywhere in the world could join? like a multiplayer game
What I showed is one method of connecting and hosting. Using the advanced session plug-in, you have the ability to control more of the hosting and listing of the server. Read the included documentation with the plug-in, it should explain everything.
First I wanted to say this tutorial was fantastic ive never watched a tutorial and thought to myself afterwards damn it just worked no issues. Also secondly I have a request im playing with my friends now but only the host has the ability to mess with the world. I have a pick up and hold objects in the air thing going on with the first person bp. I'm wonderin if you know the solution for people that join the host to make changes to the world and show up on everyone's client.
Replication and relevancy
I dont mean to be so off topic but does anyone know of a method to get back into an Instagram account?
I was dumb lost my login password. I appreciate any tips you can give me
@Lance Westin instablaster ;)
@Vivaan Albert Thanks so much for your reply. I got to the site on google and I'm in the hacking process atm.
Takes quite some time so I will reply here later with my results.
@Vivaan Albert It worked and I finally got access to my account again. I am so happy!
Thanks so much you saved my account !
i added the second player but hes invisible, can you please help me, im using 5.1
Hmm, that's not very good. Have you followed the tutorial fully?
VR template wont work, and in VR the pop up is covering the whole screen, any help?
Did you end up solving it?
Nice tutorial! Can I follow the same steps without packaging the project? I want to play the same project on two PCs from the editor. PC1 host server and PC2 join the server,
Hey Sahar! To be completely honest with you, I really don't have the answer to your question. But, allow me to elaborate a bit.
When Epic games were testing Fortnite and the multiplayer features, they must have done so from multiple computers. So, thinking about your question from a logical perspective; it should be totally doable.
Theoretically this shouldn't be to difficult to test. Just follow the steps below and let me know if it works:
1. Copy the entire project folder from one PC to the other, so that they both have the same files.
2. Launch the engine on both computers and press play in editor.
3. Press the host button on PC1, to start hosting.
4. Once PC1 is hosting, join with PC2.
I also found some more information about the topic here: forums.unrealengine.com/t/multiplayer-in-editor-on-multiple-pcs/425081
@@EliasWick Thank you for your quick reply! I will follow the steps and let you know if it works!
@@EliasWick I faced this error
"LogNet: Warning: Travel Failure: [LoadMapFailure]: Failed to load package '/Game/Maps/UEDPIE_0_MetaHumanVR_M_SampleMap'
LogNet: Warning: TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_MetaHumanVR_M_SampleMap''. Shutting down PIE.
PIE: Warning: TravelFailure: LoadMapFailure, Reason for Failure: 'Failed to load package '/Game/Maps/UEDPIE_0_MetaHumanVR_M_SampleMap''. Shutting down PIE."
@@saharaseeri8337 I see, the one hosting had no issues right.
The error is for PC2 trying to connect?
@@EliasWick Yes, the hosting PC is working, but the issue when I join the server via IP address in PC2. Also, I am connecting the two PCs to the same network
@Elias Wick i know its really long ago but im on version 4.26 and the editabletextbox is like an "A" in a box
That's alright, you are free to ask any questions. Yes I think that is the right one.
@@EliasWick i want to ask do you have a mail? i need help with the project (simply the problem is that movement is not working and the camera movement)
@@themaciej420 You can find a link to my Discord server on my website elias-wick.com.
It is easier to help over there.
hey, it's a old tutorial but still work fine, but i have a problem, when i enter a wrong ip or something that isn't the IP to join the game, the game crash, how can i make it so if the ip is wrong it just show a text that say wrong ip
else thanks for this tutorial
You can have a timeout to check whether or not you have changed level. Alternatively, you should probably use the real nodes created for hosting and joining a server. I know it is a bit more work, but it's sure worth it! :)
I also believe the game wont crash if you actually package the game.
Everything worked fine until i sent the game to my friend, when he typed the ip he didnt join the server. Does this only work in lan? Thanks.
The method shown for hosting and joining a server works across networks. Just make sure to send him your Public IP address, and open your ports :)
@@EliasWick Thanks it worked :)
Thank you for the video. Cool logo of your channel, friend!)
Thank you very much, I honestly believe that you are the first one to comment on my logo :)
@@EliasWick, Friend, can you tell me, did you create multiplayer in c++ in ue4?
@@krancore No, I have not done anything with multiplayer and C++. It would be done in a similar fashion as shown in this video.
Can use this for mobile game?
Yes, I think this should work for mobile as well!
Is this only on LAN or it works on any network connection
Any connection. You have to open the port 7777 in order to allow people to connect to your server. Only the person hosting the server, has to open port 7777.
@@EliasWick thanks
@@pufisd No worries, let me know if you have any more questions :)
Hey I have a problem, your tutorial works! But, every time the 2nd player joins It spawns below the map, Can you pls help?
Hey! I answered in more detail on your Unreal Engine Forum post, but basically you can use or add multiple Player Start actors to your scene.
@@EliasWick It worked, Thanks bro!
I'm looking to make a 4player co op 3D action game, is this method scalable to 4 or is something else recommended? I'd like people to be able to connect to dedicated later in the project. (As to avoid strangers having to hand out their IPs to others) But I'd also prefer to avoid paying for dedicated servers until a testing phase
Makes sense, this is absolutely a fully working method for 4 players.
You need the source code in order to create dedicated servers. Unfortunately I don't know too much about that.
There should be some tutorial on TH-cam covering dedicated servers, if I am not misstaken.
Best of luck Jacob!
im new to creating games do you have to be connected on the same internet to play together with this?
Well yes and no. The person that is going to play with you has to connect to your server on your computer and that is done over the internet.
There are two types of connections.
LAN is when you connect within your network. So everyone that has access and is using your WIFI and WAN (Cable connection to modem / router) can connect to your server. But anyone that doesn't have access to your network can't join the server.
ONLINE is when you open ports on your router to allow others to connect to your server.
Essentially, if you don't open ports, only people from your home can play on the server. If you open ports, everyone from the world can play on your server.
thank you this was very helpful
No worries :D
How can I open a port in my router? I logged into my router, but I dont see port forward section.
@@balazstimar1632 What router do you have! I have another tutorial on how to open ports on my TH-cam channel.
@@EliasWick Thank you so much for replying, but I'm using an other way for joining sessions, and my problem is solved. Have a wonderful day!
Oh my god! This is so unfair! :D I am new to Unreal, but have some experience in Unity. Recently I had to work on a multiplayer game and it was so annoying.. Can't believe this is so simple. Kinda mad at it :D
Haha, I know right? It is super awesome and simple!
I made a simple battle system in my game, but when someone dies it only shows on one persons screen, and only one person can shoot. Do you know how I could fix this?
You have to look into replication in order to solve this issue. I can't go into detail, because it is quite tedious.
@@EliasWick hmm
Hello, I attempted to use this method for a two-player VR game. However, I'm experiencing some issues. While I can see the second player, their headset appears to be on the ground and their movements are choppy. The hand and head gestures are not registering properly. Could you please help me? I'm having trouble replicating the game. Thank you.
Hey!
I am not familiar with VR to help you resolve those issues. It is likely that you would need to hire someone who knows more about multiplayer and VR to resolve more difficult issues.
Heyyo! So I tried doing this and hosting a server works fine, but when I try to connect to the IP it doesn't do anything. Help!?!?
Did you open the port 7777 for your PC on your network? :)
@siber gemi team You need to go into your router, open the port 7777 on both UDP and TCP. Once that is done for your device, you should be able to invite others to play with you on your server.
I’m having difficulty packaging the project itself, it just keeps telling me “Failed to Copy (Project)” in the Output log
Is this a completely new project without any additional files except for what you see in the video?
But another player cant see me open door or Driver car,only can see jump pr movement. why? Thank you
It is nothing wrong with my tutorial, it is just that Unreal requires you to implement replication. Without it, the server won't be able to tell the clients that somethig has happened.
very informative,
thanks .
No worries! Thanks for the subscribe :)
Does it work on latest Unreal Engine 5?
Yes it does :)
@@EliasWick I did the same steps but, on client server with 2 number of players the menu doesnt pop up(it does on standalone) i guess its because second player joins directly. Couldnt figure that out💀
@@rabbit1g237 It should pop up nonetheless. Hmm I suggest rewatching the video again, perhaps you missed a step.
WHATS YOUR PC SPEC
You can find information about that on my website: elias-wick.com/faq
Just want to ask a question
That if the player wants to join server will he need unreal 4.25 too ?
No, not at all.
Once you compile the game shown at the end of the video. All you need to do is to send the packaged files to the people you want to play with.
You can most likely ignore what I am about to say here, but here I go anyway: If you send the files to someone with a newly installed computer and the first thing they are going to do is to play your game, they may need to install some libraries and files. These can be found in the prerequisite folder, which is included with the packaged files. If the one that you will play with have played any game like Fortnite, Borderlands, etc. They most likely already have the prerequisites installed.
@@EliasWick Thank you sonmuch :D
@@GrimmReaper2006 No worries! Good luck! :D
I have a error that is "TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap'. Shutting down PIE."
any help will be appreciated.
You have entered the wrong map name in your Open Level node
@@EliasWick ok thanks you
A few months ago you mentioned that you are building an IP hiding system. How you doing? Most games have access to the console where you can see IP anyway, does your system hide it there too?
Hey, the IP hiding system that I was developing is now done. I just need some time to upload it and create some videos about it.
The system hides the IP completely. Instead of "213.2.147.182" you will get "PUYLRAJFXFMLYVKEGFQBYIZBA". You will also be able to modify the IP further with a key, so that other people will have to use the same key to access your IP. I apologize if this may sound very confusing, the video will clear up most of the confusion.
Please, working LAN after package? I want play with my friend. I on my mobile and he one him mobile. And, working on mobile?
Yes, you should be able to play the game together after packaging.
@@EliasWick This Is fantastic!!! Very think, you are best. :)
@@DraxCZ Thank you! No worries! :)
@@EliasWick One more question, please, if I want to play it, how a friend or I find out a friend's IP when we play on a mobile phone. It annoys me, PC and mobile are the difference, so I have no idea how to play on mobile;)
@@DraxCZ If you want to find your IP address you will have to login to your router and find your local IP address. Alternatively find your Public IP and open ports. You can also try to start the server using localhost. However, I am not really sure on the exact wording for contacting to your local host.
As for setting up the playable game on mobile, you will have to do some tweaking that would be very individual to your project. I can therefore not be helpful about that.
Is there any way to check if connection was successful? I want to set an "isOnServer" variable if I joined successfully. As it is, it takes me to the main menu again if it fails to connect
There is an event that executes on the server when someone joins. I think it is found in the game mode actor.
Otherwise you can use the sessions nodes to gain access to more data from connections.
@@EliasWick oh cool. I'll see if I can find it, thank you.
I was under the impression that sessions and this method didn't work together? I'm really new to unreal so please forgive me 😅
@@mrscrewu1199 No that is cool!
To break things down futher: You can connect to the same server using sessions and via IP. The different is the information passed from client to server and the other way around.
@@EliasWick hmm okay that's interesting. Thank you so much
Thank you for making this man! So I got to the part where I try to host my own from one of the clients (which works). When I try to connect to it via IPv4 however neither of them will work. Any idea what might be the issue?
You should be able to connect any time through your local network. Perhaps you missed a step in the tutorial?
What Unreal Engine 4 version are you using?
@@EliasWick I'm using 4.13.2 it looks like (I just re-downloaded it before starting your tutorial). I have gone through it a few times since I'm very new to this and feel like I followed everything appropriately... but I will try that again.
One thing that may help with the troubleshooting... in both instances when I run around after hosting their own servers, the shadows from both will reflect on each other (even though the character models you can't see). I'm not sure if that would tell you why it might be messed up, but I found that odd that shadows would be affecting each other if they were truly on separate hosting sessions.
@@wolfsshadow6130 The version you are using is rather old and perhaps this method of creating a multi-player game doesn't work on your version. I suggest you take a look at the the online subsystem nodes which I go over briefly in the video. They should work in your case.
It is a bit more work to set it up. But there are a few other tutorials that covers them.
@@EliasWick I was able to update to a newer version and your tutorial works perfectly now. Thank you very much!
@@wolfsshadow6130 Glad you could solve it! Cheers!
thank you bro! tutorial is perfect! without unnecessary waste!
Thank you! This was my goal when making it! :)
What if we use some sort of program to make a IP to host a server on that instead of our own, would that work?
I think you have to be more specific in order for me to answer.
If you are asking if the server can be hosted on a server, and that the player connect to that instead, then sure; that would work.
In the case of hosting on a server, and you not playing yourself, you most likely want to use a dedicated server. This method shows how to host a listen server.
@@EliasWick I mean like we would use something like no ip or a program similar to create a custom ip
@@batman576 Funny you should ask. I am creating a tool for exactly that. I will post a video about it in a couple of days.
The tool / script will generate a new IP for you that others can use in order to connect to your server.
@@EliasWick that is great because that means you can play with anyone! not just people who already know your ip
@@EliasWick Also a tutorial on how to clean and fix it up like in the video would be great!
I have another pc I want to use as the dedicated server for my game. I installed windows server on it and coppied my server built on it. I also opened port 7777 for the ip of that pc. Still i cannot connect to that pc with my game on my main pc. Can you guide me with the process of how I can do that? Thanks
If they are on the same network. Try to use the local IP of the PC. It should be something like 192.168... Use CMD and Ipconfig to list IPs.
If you can connect to the local IP but not the public IP, ask your ISP to give you a public IP Adress.
@@EliasWick Yes I can connect on my local machines. But I want anyone who has the game and joins my ip to join my server. I think I need to get a public IP. Thanks for the help!
Hey, Elias I know it might get annoying on how much I comment but I got multiplayer working with my friends!! I used Steam Online Subsystem no port forwarding or ip address required. I was able to play with my friend and it worked perfectly fine!.
That's awesome! I really appreciate the comment and I wish you the best of luck with your project!
@@EliasWick thanks it means a lot if you to see more of my game you can find it on my channel
@@jonaspriebeofficial Cool! I will have a look!
I have seen so many times that character in the thumnail and always wanted to know where i can get it
@@plasma-ven These are assets from Synty Studios. They exist for unreal and unity.
What would I have to do to make this work for a multiplayer shooter?
You would have to be more specific than that. To simply host and play together, all you have to do is to follow the video.
@@EliasWick Like the good old days of Cod? Cause I want to know if this would work on a grander scale? Like pvp 8v8 game modes?
this will only work if both of the players play on the same router right?
No, you can play with people from other networks as well. The one hosting the server will have to open ports if they want to play with people from other networks. If you want to play locally on the same router "LAN", you can do that without having to open ports.
I am going to release a "How to open Unreal Engine ports" video in the coming month as well.
You can easily check if people from other networks are able to connect to your server. Simply try to join a server with your public IP address. If you manage to join, then people on other networks will also be able to join.
I didnt think that was so ez. Thanks for The video!
Glad you enjoyed it ^^
i just wanna ask is that only for lan ? i mean can i play with my friend and hes live in middle east so can i ?
No, this is not only for lan. You can play with everyone in the world using this method.
ty i just wanna ask can i use program called (Hamachi) but i tryed this way throught give the game to my friend in itch io but its not work but maybe its not worked cuz i made a mistake Ty btw for this video @@EliasWick
@@NR_5tudio Hamachi should work. Otherwise login to your router and open the port 7777 for UDP amd TCP for your local IP.
uh tysm and sorry for Disturbing you@@EliasWick
thank you so much it saved my life!
Thank you! Glad you liked it! :D
Can I use Hamachi
Sure, that should work.
Ok thanks
I am back with another question if thats alright, so im making a multiplayer game with different playable characters and skins, i want a character select screen, im guessing i would need to connect to the server beforehand, so how would i do this?
No, not at all, but that would be one way of doing it. I unfortunately can't explain this in to you here on TH-cam.
But in the essence, you want to learn more about replication. Store a variable that is replicated. Share that information upon connecting to the server. Tell the server about the variable and let the server tell you and the players that you should use a specific skin.
@@EliasWick Thanks so much, i will look into it
Well i have a problem that my friend tried to connect but it didnt connect him to my new hosted map so im wondering how to fix
Could he connect to the other map?
@@EliasWick he could only host new server and connect to it if he launched the game twice on his pc, i was trying it with more peoples but they couldnt connect too
only devices on my network could connect
@@solid_caliber6256 I see, you need to open ports on your router. If you have ever hosted a Minecraft server; you need to do the same steps when it comes to opening ports, however, it is for port 7777.
@@EliasWick I tried and it worked thank you so much
@@solid_caliber6256 Awesome! Glad I could help ^^
can i use hamachi for the connecting
I haven't personally tried it, but that should work.
@@EliasWick Thanks Can You make a tutorial on how to make working vehicles I am creating a multiplayer racing game to play with my friends I would really like if you do this
hey, great tutorial, very simple to follow. ive been having problems and trying to fix them for a while, i then went back and realised i hadnt set it to run as listen server. i then also realised i dont even have that as an option, i then found that instead there was a box to check, and if you leave it unchecked it makes it a listen server? i left it unchecked but it still wouldnt connect. also, im not doing this in the exact same way as you i do you go into a menu and then that pops up, and if you hit host you go to your own server, and if you hit connect youre meant to join the server using that ip address, but hitting connect is doing nothing. im completely lost.
Hey Crab, are you trying to connect to the local IP 192.168.... or your Public IP address?
@@EliasWick thanks for replying so fast, i tried my public and i think my IPv4
@@cringeycrab5196 Try to use the local IP address. If done correctly, they should work in all cases.
Make sure you entered the option string in the open level node as well.
@@EliasWick thank you so so much, got it working, also, very good tutorial, very easy to follow so thanks
@@cringeycrab5196 That's awesome! Glad you figured it out!
Is there a way to multiplayer like this in HTML5? tried alot of different things, but seems there's a lot of under the hood work to do to get it working
You will have to look elsewhere if you want information about HTML5. I know very little about it.
@@EliasWick no worries thanks for the reply
Hey I know this is an older video but I’m working on a game in unreal engine 5 and was wondering about the basics and I plan to have the game have multiplayer functionality from the gate. My question is, is it still the same basically with UE5 and rather than hosting off your personal ip, how would I go about hosting my server through a server hosting service for security and performance purposes? Say I want my game to have 50+ players possible. Thanks in advance if you take the time to respond on this older video :)
Even though this video showcases Unreal Engine 4 and is about 2 years old, Unreal Engine 5 still uses the same technology; so everything still applies.
Right, so let's dive into the details of creating a multiplayer! :)
HOSTING TYPES: You can have two different types of servers, listen and dedicated. Listen server is what I show in the video, a dedicated server is the server that allows you to host without playing or running the actual graphics.
HOSTING SESSION DETAILS: In my video, I showcase how you can host a server that allows anyone with your IP to connect. If you want a server with options, you should look into the online session nodes. These allow you to customize things such as: Should the server be LAN only? How many players should be able to connect. Should the server ask for a password, etc.?
JOINING TYPES: When it comes to joining, in my video you can only join the server if you have the IP and enter it into a textbox. Usually you will have a system that scans all of the available servers and lists them, so that the player can chose which one to connect to. For this you will most likely need an online sub system. Steam has a system that allows you to host a server, so that it will be visible to other people playing your game on steam. Without enabling this, no one will be able to see your server in the list, unless they are on the same network as you.
DEDICATED HOSTING: In most cases you will end up having a dedicated server, with specific session details that the player can control. When they host, they actually don't host the game on their PC, the game is hosted through a hosting service like AWS. There are multiple reasons for why you would want to do this. In the event that the player who "hosted" the server quits the game or gets disconnected, all of the other players can still play. It is also more performant to run a server on a platform dedicated specifically for hosting.
MISC: You can use a bunch of tricks to hide your IP address, if you worry that people will do malicious things if they get it. I will be posting a video about that in the upcoming future.
I hope this was helpful as a brief overview of your alternatives.
@@EliasWick thank you so much for taking the time to respond! I look forward to the more in depth video as in the later stage obviously security will be a concern. As of now, if you don’t mind while I’m probably at 0.001 of the development stage lol could I or how would I go about inviting a friend to play test my game in the current state or when I implement new functions and content? Would I need to package and send as I would a final product or could I invite them to an in editor play session? Also as my game is VERY wip, while I do trust my friends I would have try or play test is there precautions you can take if it is a matter of packaging and sending like a final product to ensure your product is safe from being stolen, manipulated or repurposed as I said very early in development and haven’t yet got into the copyright and legal protection stuff etc sorry if my questions are dumb I am VERY new to this development world lol.
Thanks again for the responses and look forward to upcoming videos!
@@MALDOxMEMES No worries, glad I could help!
As for playing with friends, get it running on Git or some other source control software. They can then grab your stuff as soon as you merge in all the changes you do. What I have been doing personally is to just package, zip and send to people. Packaging is faster after the first time.
If you package your game, they won't get access to your source code. One thing to note is that it isn't impossible to break the .dat files containing all of your game assets. If that is broken, you can steal assets like textures and models (code and shaders can also be "stolen", you can basically see the code in written format.). This possible with Unreal Engine 4. I don't know about Unreal Engine 5, but it should still be possible. People don't really do it, and it is not simple to do. Basically, this could be done to almost all projects, on all engines.
Thank you :D
Hey I was wondering if there was a way I could do this but instead of handing out an IP address to people we can set a in game Password instead
Yes, you can use a system such as this: elias-wick.com/portfolio/programming/ip-protect
Hi man, I have problem, when I try to connect to created session ue can’t create pawn, because it have collisions, how I can fix that?
You would need to be more specific. How do you mean that collision is causing issues for you?
LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=0.000 Y=0.000 Z=0.000] for [BP_ThirdPersonCharacter_C]
LogGameMode: Warning: SpawnDefaultPawnAtTransform: Couldn't spawn Pawn of type BP_ThirdPersonCharacter_C at Rotation: Pitch 0.000000 Yaw 0.000000 Roll 0.000000
Translation: 0.000000 0.000000 0.000000
Scale3D: 1.000000 1.000000 1.000000 -- this is my console, I understand that this concerns the spawn of my pawn, that there is a conflict somewhere, but I do not understand where the error is, I have checked everything possible, I hope you
@@_qwellb_ Are you using the third person map? Have you moved the spawner?
@@EliasWick No, I have my own map, and Yes I moved player start(if you are about it)
@@_qwellb_ Make sure the game mode is setup and you are able to spawn the character in the game. Add multiple spawners.
Hey,
I have tried to connect via IP with two differnt PC but it doesnt work.
It can never connect even after the 7777 port is open.
Another guy had issues due to his internet provider. Maybe you are facing similar issues?
@@EliasWick I'm not sure. ISP says all ports are open. My telnet / netstat says port closed. Its a tricky situation.
@@manikantlawania529 It's unfortunately best to call them and ask if they have certain ports locked.
If you play other games and hosts servers. It's most likely not an issue with your ISP. In the project or engine settings you can change the server port.
Could this work with VR?
Yes, absolutely!
@@EliasWick is it the same setup?
@@GHOSTEDKASDEYA Yes, that should work! :)
@@EliasWick thankyou! : )
@@EliasWick do you have a discord?
thank you so much. bro this is so cool
No worries! Glad I could help! :)
for some reason the hosting is working but not the connecting portion. did anyone else have this issue or know what might be happening? i have the open level node with the level name going from the ip address box to text to string to name. nothing in the options on that one.
Which version are you running of the engine?
I have to say it. Ive been reading the comments and I feel sorry all the dumb comments. I believe no question is stupid, but these questions have made me change my mind about that. Anyways,,,,,,, People this guy is demonstrating step 1, the very basics of the built in multiplayer system and your asking questions about step 3 million pertaining to a finished marketable software package as if it would only take basic beginners knowledge and about 8 minutes of your time.
Haha, thank you! I can't stop smiling! Your comment is so on point!
Fortunately, I've not really had to many of the same questions :)
why when i host from the server window and my client connect to it they dont have pawn ? but if i host from a client everything is fine they spawn correctly with pawn in possession
Sounds strange, if you are using the same version as I do and have followed every step, I wouldn't know how to help you.
@@EliasWick yeah thats weird
Amazing tutorial. Is there a way I can make it show the current servers ip on the side of the screen so a user can tell another user the server name and then join it?
Thank you! I am not exactly sure on what you mean with "show the current servers ip on the side of the screen".
Do you mean that when a player joins the game, the Server IP should display on his screen, so that he can tell others what it is?
Or do you mean that in the game, when it starts up, the IP of your server should be displayed on the screen of the main menu?
@@EliasWick So lets say you have started hosting a server. Is there a way I can make it show the current IP you have instead of needing to go into cmd.exe to get it?
@@theschmerlo Oh, I see. Well, not right of the bat. I think you need some C++ for that. But it should be fairly simple to expose. You can search for the term: "UE4 Blueprint get IP address" and probably get some results :)
This is a great tutorial. Thank you so much!
Thank you Shawn! I appreciate the comment! :)