Unreal Engine Dedicated Server #2: Auto Connect to Server

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  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • Patreon: / sneakykittygaming
    Discord: / discord
    Ultimate FPS Template Plugin: www.unrealengi...
    In this video we set ourselves up to connect to our dedicated server automatically to make our lives easier for testing.

ความคิดเห็น • 51

  • @peterjohnson8570
    @peterjohnson8570 10 หลายเดือนก่อน +3

    I keep finding EOS or Steam tuts that demonstrate sessions and stuff, but none that demonstrate how to have dedicated servers register themselves and allow clients to find and join from an in-game server browser. Would you just wrap the EOS server registration code is an #if UE_SERVER... or is there a better way?
    I'd love to see a continuation of this (or your Steam/EOS) series to show that.
    Also, how do you keep secrets out of your version control and would it not end up in the compiled binaries? How do you keep it secure, especially if the server will also be distributed... 🤔

  • @thomasalvarez2089
    @thomasalvarez2089 2 ปีที่แล้ว

    Great series so far

  • @pohuligan5998
    @pohuligan5998 ปีที่แล้ว

    Thank you very much! I hope you are ok!

  • @irjayjay
    @irjayjay 2 ปีที่แล้ว

    These are amazing, thanx so much for making it!

  • @marcooasan1668
    @marcooasan1668 3 หลายเดือนก่อน

    I use both exec and open level for some reason my controller doesnt work when direct connecting but for advanced session joining via list it work properly do you have some idea why i cant controll the character?

  • @bigdave9461
    @bigdave9461 5 หลายเดือนก่อน

    I was wondering have you ever got it to connect to a python websocket server or if you knew the steps to do it. I think the console command could work but I don't know exactly what would be exact code for it.

  • @ActionGamingLegends
    @ActionGamingLegends 2 ปีที่แล้ว +2

    Will this server works in android package

  • @Beyblade0battles
    @Beyblade0battles 2 ปีที่แล้ว +1

    Hi, I'm using the VR Template instead of third person because I want to create a VR multiplayer. I'm able to create a dedicated server and with this tutorial, give the IP for my clients to connect to. That part works, the clients join and are able to see each other. However I'm unable to move them at all, and I can't replicate them either. Any idea why this is happening?

    • @world_production
      @world_production 2 ปีที่แล้ว

      I’m trying to do the same thing 😂

  • @LandmineSoldier
    @LandmineSoldier ปีที่แล้ว

    Is there way to how to check server is opened before join to server?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว

      Use online subsytem or ping the server first

    • @LandmineSoldier
      @LandmineSoldier ปีที่แล้ว

      @@SneakyKittyGameDev Thank you for reply! When I searched more, I can use online beacon to check. I saw your zombie series today.

  • @DonsT199
    @DonsT199 ปีที่แล้ว

    @Sneaky Kitty Game Dev I hope I had get some knowledge over your MP tutorials...
    But here comes confusion :
    I need to create a room which is customizable by host(server)
    But if the player count exceeds may be above 200 then another room should be created starting from 201
    Please clear me this doubt

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว +1

      Watch my steam online subsystem tutorial series, that should give you the knowledge to achieve that

  • @KayaTopbas
    @KayaTopbas 2 ปีที่แล้ว +1

    Gta Online not even being able to do this

  • @angeldelvax7219
    @angeldelvax7219 ปีที่แล้ว

    So, if I use a server / client setup, when do I need to package a new server and when can packaging a new client be enough?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว +1

      Whenever you make changes that onky affect the server you can just update that. Same goes with client

    • @angeldelvax7219
      @angeldelvax7219 ปีที่แล้ว

      @@SneakyKittyGameDev So anything replicated would need both to be updated..
      If I change the map, and I add just static items (walls, rocks, lighting...) do I need to update the server for that too? Strictly speaking, it only should affect the client, right?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  ปีที่แล้ว +1

      @@angeldelvax7219 Somewhat. So for example if you had logic that only runs on the server that changes, then only the server would need to be updated. If you had logic that only ran on the client (such as a UI change) then the client would only need to be updated. If you edited your map by adding a wall, both would need to be updated. The server has authority over movement so if you only updated the server from a map change and the client walks through that wall the server would keep resetting the clients position to correct it to what the server sees. Likewise if the client was the only one updated then it would still work fine but it would allow players to cheat and go through walls and the server just allowing it because the server doesnt see the wall. It would also probably throw off the movement from the character movement component as well.

    • @angeldelvax7219
      @angeldelvax7219 ปีที่แล้ว

      @@SneakyKittyGameDev thanks

  • @Beyblade0battles
    @Beyblade0battles 2 ปีที่แล้ว

    This series is super helpful, thanks. Liked & subbed.
    1. I want to make VR multiplayer (on standalone headsets, not the ones connected to PC) so can I have the server running on my laptop (windows build), and then for clients I make the android apk and install it on two of my headsets and have them connect together establishing multiplayer?
    2. And second question, can I do this over the internet? (with each headset connected to a different Wifi, I have access to an AWS server that can be the host)

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +1

      Yes thats the idea. You would just use the online subsystem to handle the sessions and your good to go.

    • @Beyblade0battles
      @Beyblade0battles 2 ปีที่แล้ว

      @@SneakyKittyGameDev thanks for the reply. I'm curious why would I need the online subsystem and sessions if I want to do exactly what you did in the video? (i don't think you used sessions but correct me if wrong). And I also don't know how to use online subsystem for this. Please let me know. I much much appreciate this

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      @@Beyblade0battles You use the online subsystem to host/find/join and do many more things like handle friends and such with different API's such as Steam and Epic. You can still do what I did in the series though for the sake of testing and if your only going to have 1 server.

    • @Beyblade0battles
      @Beyblade0battles 2 ปีที่แล้ว

      @@SneakyKittyGameDev Thanks so much for answering. Will I still need to use online subsystem if the host is a dedicated and fixed AWS server (so IP doesn't change), and the APKs are made to automatically always connect to the same server? I have no requirement of changing host or finding and joining from a list of sessions, I always want my clients to join the same host. I also do not require friends list and stuff.

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      @@Beyblade0battles If its a fixed server then no, you can just connect right to it via console commands

  • @unrealdreams5096
    @unrealdreams5096 2 ปีที่แล้ว

    why are people downloading the sourceunrealengine thing if that works? Can you please make more videos like how to buy or get free and then implement it in Unreal?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +2

      To build dedicated servers and modify/add onto portions of the engine. I literally have 0 clue what you just asked

  • @thomasalvarez2089
    @thomasalvarez2089 2 ปีที่แล้ว

    I'm not able to test atm but this only works on my computer currently when using the 127.0.0.1 loop back address right? If I sent a client version of this to someone else what would I replace that with that would allow them to connect to my server? Also when do i need to repackage the server? You did changes to the entry map and didn't have to repackage so Is it only when i adjust things concerning the server?

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      For some reason youtube held this comment for review. Yes correct if your testing on your pc use the loop back address. If you sent it to someone else you would want to put the IP of the dedicated server in there instead. You need to repackage the server whenever you make changes that would happen server side.

    • @thomasalvarez2089
      @thomasalvarez2089 2 ปีที่แล้ว

      @@SneakyKittyGameDev how do you know what the IP of your server is? Ive tried my public IP Address and my Personal IP but the client on a different wifi cant connect.

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      @@thomasalvarez2089 Use your public IP. Port forward port 7777 as well on the machine hosting.

    • @TheTrifel
      @TheTrifel 2 ปีที่แล้ว

      So here's a question
      If you have your own dns
      Say gateway.ddns.net
      With port forwarding set in your router and network accordingly
      Is there a way to connect to that dns address thru sessions to a running dedicated server , and keep it out of the client code ?
      Would that have to use seamless server travel ? And a Url to open level or something?

    • @thomasalvarez2089
      @thomasalvarez2089 2 ปีที่แล้ว +1

      @@TheTrifel yes if you look at my recent video that is how I accomplished hiding my IP for clients

  • @TycoonLeague
    @TycoonLeague 2 ปีที่แล้ว

    The dedicated server is spawning a pawn for himself, any idea how to turn this off?

    • @tehf00n
      @tehf00n 2 ปีที่แล้ว

      Dont use a default pawn class in the game mode. Then it doesn't autospawn so you have to do it manually.

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      Did you remove the pawn thats placed there in the level or is it spawning it at the networked spawn point?

    • @tehf00n
      @tehf00n 2 ปีที่แล้ว

      @@SneakyKittyGameDev There is something odd happening with default spawning when it's set in the gamemode on a dedicated server. I found that when the first player joins, everything is fine. But when the second player joins, it creates another, third, pawn only visible on the second client. If player 1 runs into this pawn, then on the second screen you see him run into the pawn, but on the first player screen there is nothing. Not sure what is causing it but when I removed the default pawn class from the game mode and spawned manually, it didn't happen.

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      @@tehf00n Thats odd. I'm guessing its related to the PostLogin or HandleNewPlayer (cant recall name) functions in the game mode. Might need some altering or a custom implementation. With the default pawn class removed it still spawned you in with the third person character?

    • @tehf00n
      @tehf00n 2 ปีที่แล้ว

      @@SneakyKittyGameDev nope it has to be setup manually

  • @mrmaniac9905
    @mrmaniac9905 2 ปีที่แล้ว

    Why unreal 4? you know this is outdated content now right, with the release official release of unreal 5

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +4

      Lol NO UE4 tutorials are not outdated just because UE5 released. I started this on UE5 but the source builds that were up on Github had several issues with packaging the projects. The code is the same, the method things are done is the same, only difference is the UI of the engine. Plus the *official* release of UE5 right now is kind of like a beta. Even the source version on github is miles ahead of it and has been awhile before the launcher release. I dont recommend people use the current build of UE5 until the launcher release of 5.1 in which I consider it more production ready and stable anyhow.

  • @Fikarblackproject
    @Fikarblackproject 2 ปีที่แล้ว

    i want to ask something, i have plan to Build a simple game with, (A server) Full enviroment & (B client) just character and empy world, could be B client join/ connect A server with full enviroment?? or need same client to connect

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว +1

      Yes it can. You launch your server on the map you wish to play, when Client B connects to Server, Client B will load the map the server is on when it connects.

    • @Fikarblackproject
      @Fikarblackproject 2 ปีที่แล้ว

      @@SneakyKittyGameDev how to package with scalable windows?
      mine is always full screen mode

  • @dasypher9885
    @dasypher9885 2 ปีที่แล้ว

    could you make a new updated tutorial on how to use the server beacons, i know you did something for this in the nazi zombie tutorials, but i am very interested in something like this and if you could make a more updated version of it

    • @SneakyKittyGameDev
      @SneakyKittyGameDev  2 ปีที่แล้ว

      I may touch back on it but its not in my list of cards right now. Currently I'm doing some patron only playlists. It would be a good idea to have a simplified short series focused just on beacons since their a bit of a pain to get going.