Unreal Engine Dedicated Server #3: Compile code out of client build

แชร์
ฝัง
  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • Patreon: / sneakykittygaming
    Discord: / discord
    Ultimate FPS Template Plugin: www.unrealengi...
    In this video I cover the use of if defined which will allow you to keep code out of the client build for security and other reasons.

ความคิดเห็น • 49

  • @erikas.j
    @erikas.j 2 ปีที่แล้ว +2

    Nice, can’t wait to see the rest of the dedicated server series. U have made a pretty amazing job explaining this. Thumbs up 👍

  • @awesomesno6086
    @awesomesno6086 2 ปีที่แล้ว

    Noice bro It's My Birthday And I Found The Perfect Gift As This Video

  • @PhilOsof
    @PhilOsof 2 ปีที่แล้ว

    Thank you a lot! Hope this series will be continued :)

  • @eladonstar2721
    @eladonstar2721 2 ปีที่แล้ว

    Just Seen this Channel On TH-cam .. Thanks for using c++ Unreal ... New Sub

  • @omgcamperyt
    @omgcamperyt 2 ปีที่แล้ว +3

    Hello sir ❣️
    I love to learn from your videos, please make a mobile touch controller like pubg mobile in c++, it will help me a lot😍
    Thanks you ❣️

  • @santiagodeadmonkey6217
    @santiagodeadmonkey6217 2 ปีที่แล้ว

    Great video! I would like to know a few things..
    1) How do you set the max players of a dedicated server?
    2) How can you query how many players joined the server and max players of the server?
    tried to find those answers but the documentation is pretty bad about dedicated servers and all of those questions are answered with the OSS, which I think is not the same of you trying to run your own server without OSS provider

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +1

      You dont need a provider per say for OSS if you use EOS. You can also roll your own OSS as well if you want to write your own backend like I did in the Nazi Zombies tutorial series. Unless you want to basically do what I did in that series your going to want to use the OSS.

  • @tehf00n
    @tehf00n 2 ปีที่แล้ว

    Good stuff thanks

  • @s.maslov5762
    @s.maslov5762 ปีที่แล้ว

    nice vid. are you going to continue making videos about dedicaded servers?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว

      I would like to much theres not to much to cover. Replication is all the same once clients connect

  • @marcooasan1668
    @marcooasan1668 ปีที่แล้ว

    Do you have tutorial that list all the available server on the internet? and how the client distinguish the ip's tied up to your game on the internet? for example on some games like rust, ark and any other multiplayer game when you see unofficial dedicated servers how the system knows that IP is your game genre?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว

      Yes in my steam online subsystem series you can see how to do that. If you wish to roll your own system then the first 70ish videos of the Nazi Zombies series will aid you there.

  • @omarfarok5223
    @omarfarok5223 2 ปีที่แล้ว

    tnx

  • @thomasalvarez2089
    @thomasalvarez2089 2 ปีที่แล้ว

    How would i go about communicating between multiple servers running on the same PC. When my 2nd Server "arena match" is launched i wanted and ready i want to notify the main server to send the players over. Im considering useing a node.js server that all servers connect to and communicate through but im not sure how to go about it yet.

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      Basically by doing what you said is going to be what I recommend doing lol.

    • @thomasalvarez2089
      @thomasalvarez2089 2 ปีที่แล้ว

      @@SneakyKittyGameDev th-cam.com/video/9Fwm9A3cNfw/w-d-xo.html if your curious i did finally manage to do this

  • @gokusan5768
    @gokusan5768 ปีที่แล้ว

    Hey Sneaky!... I Planning to Develop an Muesuem Based Game With Dedicated servers where seperate company will maintain them, but they asking for an feature that they will need to add Custom Statues everyday , If I Give them Server Build how can they update the models ? Am I need to Change and alter my Project each time to add an single models??

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว

      That would be a bit difficult. You would probably want a database full of these and when the client connects to the server it receives these files (.fbx) and uses a fbx loader to load them in at runtime. From there its about setting up an actor class that is meant to handle this. Once each of the .fbx files are received, it loads the fbx file in that it needs and sets its mesh. This actor class should have a replicated name that the server sets so it knows which fbx file to load, that way you only need to make changes server side and you can even set it up so you dont have to make any changes server side (to the executable) and can just change out the models through your database or whatever you end up setting up. Sorry its late and I'm brain dead but thats the first thing that comes to mind.

  • @Thrallix
    @Thrallix ปีที่แล้ว

    Genuine question, wouldn't it be easier to just create 2 unreal projects, one for the server sided things and one for the client sided things?
    That way you can still use blueprints and as the server runs, the client will connect regardless of it being 2 different projects, right?
    (I'm new, just seems logical)

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว

      Id imagine you could but that would be very annoying to deal with. I would almost suggest just working on the same build for client and server, then before release just duplicate the project and yank important nodes that are on the server out of it. Ideally though in a released game of any decent size you should be using C++ a good bit

    • @Thrallix
      @Thrallix ปีที่แล้ว

      @@SneakyKittyGameDev I see, thank you so much for all of the effort you put in educating others; do you plan on making an unreal engine 5 version of this but with using blueprints and a sql database anytime soon by any chance? :) Hahah.

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว

      @@Thrallix Np, I have a c++ tutorial series dedicated to persistance which uses kotlin as the web api language and mysql for the database, then for the nazi zombies tutorial series we roll our own server system with asp.net for the web api language and mysql for the database. Wasn't really easy to do it with blueprints before but I think UE5 added their own bp http library?

  • @CrownKing2499
    @CrownKing2499 2 ปีที่แล้ว

    Would this also work with Blueprint? Is there a way to define BP code only on the Server and compile specific BP events/functions only on the Server or is the "Switch Authority" / "Has Authority" branch check for that?

  • @overcore9278
    @overcore9278 2 ปีที่แล้ว

    How can I test my game with my friends online?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      Port forward 7777 and just have them connect to your external ip

    • @overcore9278
      @overcore9278 2 ปีที่แล้ว

      Is there any chance you could do a tutorial for doing that because I’m quite confused

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      @@overcore9278 Look at the other videos of this series where I connect to myself.

  • @lugge1358
    @lugge1358 2 ปีที่แล้ว

    i dont have a Character.cpp how do i get it?

    • @lugge1358
      @lugge1358 2 ปีที่แล้ว

      i just have myactor, btw thanks for the tutorials!

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +1

      That's just part of the sample project (default third person project). You can ignore that.

  • @perfect1353
    @perfect1353 2 ปีที่แล้ว +1

    Bro how to use this in 2 or 3 different PCs

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      The same way I show just replace the IP to join with the hosts IP or use the online subsystem with a host such as AWS

    • @perfect1353
      @perfect1353 2 ปีที่แล้ว +1

      @@SneakyKittyGameDev can u make a tutorial
      Because I am noob
      Start learning unreal 3 months ago with blueprints

    • @perfect1353
      @perfect1353 2 ปีที่แล้ว +1

      @@SneakyKittyGameDev bro if u make a game with blueprints and publish on steam (example)
      How a 100 player can join a lobby

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +1

      @@perfect1353 High player count and blueprints dont mix. Blueprints are slow and will most likely be your limiting factor in terms of performance with such high player counts if your doing anything demanding at all per character. Also why are you liking your own comments lol.

    • @perfect1353
      @perfect1353 2 ปีที่แล้ว

      @@SneakyKittyGameDev ohh thanks
      It means I have to start learning c and c++

  • @ryantylerMachete
    @ryantylerMachete 7 หลายเดือนก่อน +1

    This is invaluable information do you plan to ever continue this series? I was looking for the next video about rpc use case but I couldn’t find it. Subbed btw

  • @MatheusLinsCosta
    @MatheusLinsCosta 2 หลายเดือนก่อน

    How about entire classes? Like Gamemode, a lot of server logic runs on Gamemode, can I strip it entirely from a client build?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 หลายเดือนก่อน +1

      Yes you can, but you would do the inside of the class and probably the entire .cpp file

    • @MatheusLinsCosta
      @MatheusLinsCosta 2 หลายเดือนก่อน

      @@SneakyKittyGameDev Okay, thanks!

  • @nickbubuioc
    @nickbubuioc 2 ปีที่แล้ว

    Thankss for the videos dudee