Thank you so much bro! I was desperately looking for tutorials like yours... Easy to understand and straight to the point. I feel like there is a lot of ambiguity about multiplayer in Unreal Engine and channels like you are the ones that clear that ambiguity and free us from the pain! Thanks once again! Keep up the great work buddy!
@@jonaspriebeofficial I basically don't understand anything multiplayer in Unreal...I am trying to setup a basic pawn with multiplayer in Unreal...it just doesn't work... I am so frustrated I am thinking of switching to Unity
@@jonaspriebeofficial I am talking about basic Actor pawn. In a typical two clients setup, the first client works fine but in the second client all I see is the skybox. The controls also don't do anything in the first client when I have mentioned logic for input. I don't see any meshes as well. The same is true for both listen server and dedicated server. Also I don't see the second pawn in the first client.
@@exhilex For a player u need two player starts, but for an actor pawn im not completely sure. Try seeing if u can set the target pawn in world settings from bpcharacter to your wanted actor. Then make sure u have 2 player starts on the view port. If it doesn’t work lemme know Edit: I tried this and it didn't work, this is a weird issue that i didn't know about and if I figure out a solution i will let you know. In the mean time do you think using the character blueprint will suit your needs?
What version of unreal are you using? 5.2 or 5.0? I have been having issues with server traveling players after being connected to the lobby then sent to the main game; I was wondering you know of any fixes to get around that?
I used 5.0, can u describe to me exactly how you set up multiplayer so i can help? If i can do multiplayer then i know u can im sure well find a solution!👍
If im correct then the problem is that players can connect to the lobby but when they enter the main level there not connected? I have similar issues basically there is extra code u have to do for players to stay on a server through multiple levels. I don’t know how to do this but i can guarantee im gonna study it for my game and make a video on it. Best of luck!
@@jonaspriebeofficial Sure thing so here is what I am doing. But for context I know that 5.1 had issues with steam connectivity issues and I don't know if they patched it in 5.2, which I am guessing they haven't but here is what i am doing. I am using 5.2 rather than 5.0. So just like you, I have my session handling within the game instance. I created a server browser that populates any servers it finds after adding filters to only filter out my game so other players could find it with easy utilizing advanced steam sessions. From here, the server can create a lobby with ease, and clients and join in on the server with ease as well. To travel from the lobby level to the main game level, I know you need to use the console command ServerTravel [Map Name] to bring all from server to client. Which then everyone spawns into the main world. However what happens is the host successfully loads into the world but the clients get a client travel error and is sent back to the main menu. I have enabled seamless travel within the lobby gamemode which houses the commands for server traveling. Hopefully this makes sense?
It's because this is the wrong way to set up multiplayer this is for testing multiplayer games not release builds if you are using advanced sessions you should be using create advanced session node to host and find session advanced to join you need to use ip addresses and ports otherwise connecting online wont work properly even when using the p2p connection methods without open ports you can't connect over the Internet
Yes, in fact in this video I show you how to make Listen Servers not Dedicated Servers. A Listen Server is much better in my opinion as it allows you to let people Host their OWN servers,and a listen server is easy to make. Let me know if you have any trouble making a listen server.
You dont need to release it on steam u just need to make sure you have steam in the background and ur game on at the same time. If u get a steam overlay by pressing shift + tab then it worked. Did I help you?
Yeah unfortunately i don’t know how to do mobile in unreal. Plus this uses steam for multiplayer which isn’t mobile. You should see if there is tutorials for mobile multiplayer games in unreal
Thanks for explaining about steam sub system and listen servers!
You bet!
Thank you so much bro! I was desperately looking for tutorials like yours... Easy to understand and straight to the point.
I feel like there is a lot of ambiguity about multiplayer in Unreal Engine and channels like you are the ones that clear that ambiguity and free us from the pain!
Thanks once again!
Keep up the great work buddy!
Thx so much, even though im working on beginner tutorials rn, if u ever need help with multiplayer lemme know
@@jonaspriebeofficial I basically don't understand anything multiplayer in Unreal...I am trying to setup a basic pawn with multiplayer in Unreal...it just doesn't work... I am so frustrated I am thinking of switching to Unity
@@exhilexDo u mean ur pawn wont replicate?. And are u talking about a character pawn or a basic actor pawn?
@@jonaspriebeofficial I am talking about basic Actor pawn. In a typical two clients setup, the first client works fine but in the second client all I see is the skybox. The controls also don't do anything in the first client when I have mentioned logic for input. I don't see any meshes as well. The same is true for both listen server and dedicated server. Also I don't see the second pawn in the first client.
@@exhilex For a player u need two player starts, but for an actor pawn im not completely sure. Try seeing if u can set the target pawn in world settings from bpcharacter to your wanted actor. Then make sure u have 2 player starts on the view port. If it doesn’t work lemme know
Edit: I tried this and it didn't work, this is a weird issue that i didn't know about and if I figure out a solution i will let you know. In the mean time do you think using the character blueprint will suit your needs?
Nice work keep it up
TY
sup G?! Skills ,Man subbed . confused lol
Thx man. Yeah it is confusing at first, I recommend watching my new video for beginners if you’re lost.
What version of unreal are you using? 5.2 or 5.0?
I have been having issues with server traveling players after being connected to the lobby then sent to the main game; I was wondering you know of any fixes to get around that?
I used 5.0, can u describe to me exactly how you set up multiplayer so i can help? If i can do multiplayer then i know u can im sure well find a solution!👍
If im correct then the problem is that players can connect to the lobby but when they enter the main level there not connected? I have similar issues basically there is extra code u have to do for players to stay on a server through multiple levels. I don’t know how to do this but i can guarantee im gonna study it for my game and make a video on it. Best of luck!
@@jonaspriebeofficial Sure thing so here is what I am doing. But for context I know that 5.1 had issues with steam connectivity issues and I don't know if they patched it in 5.2, which I am guessing they haven't but here is what i am doing. I am using 5.2 rather than 5.0.
So just like you, I have my session handling within the game instance. I created a server browser that populates any servers it finds after adding filters to only filter out my game so other players could find it with easy utilizing advanced steam sessions.
From here, the server can create a lobby with ease, and clients and join in on the server with ease as well.
To travel from the lobby level to the main game level, I know you need to use the console command ServerTravel [Map Name] to bring all from server to client. Which then everyone spawns into the main world.
However what happens is the host successfully loads into the world but the clients get a client travel error and is sent back to the main menu. I have enabled seamless travel within the lobby gamemode which houses the commands for server traveling.
Hopefully this makes sense?
It's because this is the wrong way to set up multiplayer this is for testing multiplayer games not release builds if you are using advanced sessions you should be using create advanced session node to host and find session advanced to join you need to use ip addresses and ports otherwise connecting online wont work properly even when using the p2p connection methods without open ports you can't connect over the Internet
Is it possible to make multiplayer game without dedicated servers? Online multiplayer?
Yes, in fact in this video I show you how to make Listen Servers not Dedicated Servers. A Listen Server is much better in my opinion as it allows you to let people Host their OWN servers,and a listen server is easy to make. Let me know if you have any trouble making a listen server.
Do you need to release your game on steam or does it work without that
You dont need to release it on steam u just need to make sure you have steam in the background and ur game on at the same time. If u get a steam overlay by pressing shift + tab then it worked. Did I help you?
@@jonaspriebeofficial yea, thank you for replying
@@edvingrasic No problem Im always open to respond to any comment 👍
but this not work on mobile
Yeah unfortunately i don’t know how to do mobile in unreal. Plus this uses steam for multiplayer which isn’t mobile. You should see if there is tutorials for mobile multiplayer games in unreal
@@jonaspriebeofficial thanks dear good luck
whats your discord
Here's my discord. Yona5#2291 I will be making a discord server soon