00:00 Overview of content of view 02:32 Essential changes to the project source files so we can compile for dedicated server 03:05 Unreal Engine 5 specific remark - and a necessary workaround requiring change to the ENGINE SOURCE in order to successfully build a dedicated server, which is not needed for Unreal 4.27. (This has been fixed in Unreal Engine 5.0.3, so it's no longer necessary; You can still validate it in Platforminfo.cpp) 05:08 Command line tricks for testing multiplayer locally with development builds 07:22 Command to spawn a suitable docker container for testing the Linux build locally 10:36 Troubleshooting Remarks
hey question struggling on getting it to work on ue5-main source branch and followed your video is there a clear way to know if you need to do the Server Troubleshooting workaround that you need to update the source code for?
@@ChaojianZhang I wasnt getting any errors which is why I was asking. When I tried to load up the games they were not loading to server it seemed, so I ended up adding that code anyway. Was just curious how to tell otherwise if its not working other than when you start they dont join to server.
Hello, When i try to package my dedicated server on linux this error appear on the console : Invalid target platform specified (LinuxServer). Available = { AllDesktop, Android, Android_ASTC, Android_DXT, Android_ETC2, AndroidClient, Android_ASTCClient, Android_DXTClient, Android_ETC2Client, Android_Multi, Android_MultiClient, IOSClient, IOS, Lumin, LuminClient, MacNoEditor, Mac, MacClient, MacServer, TVOSClient, TVOS, Window sNoEditor, Windows, WindowsClient, WindowsServer } Please tell me what i should do to solve this and sorry for my bad english
Did you say you package your server on linux? You should always package your server on Windows targeting Linux. The error information you give is not descriptive. Also it shows it contains Android packages - are you trying to package the server for Android?
Yes. You need to regenerate the project files and since clang is the compiler, you do need to build again. In fact you don't need to generate the project files before you install build tools.
@@ChaojianZhang I managed to make it work, but you propose using "python3" image, which is invalid. The correct one is just "python". The correct command would be docker run --interactive --tty --entrypoint /bin/sh -p 7777:7777/udp -v :/home/unreal/ python Then after opening the terminal, user can just go with useradd unreal su unreal ~/Game.sh Or something like that
00:00 Overview of content of view
02:32 Essential changes to the project source files so we can compile for dedicated server
03:05 Unreal Engine 5 specific remark - and a necessary workaround requiring change to the ENGINE SOURCE in order to successfully build a dedicated server, which is not needed for Unreal 4.27. (This has been fixed in Unreal Engine 5.0.3, so it's no longer necessary; You can still validate it in Platforminfo.cpp)
05:08 Command line tricks for testing multiplayer locally with development builds
07:22 Command to spawn a suitable docker container for testing the Linux build locally
10:36 Troubleshooting Remarks
This is 100% exactly what I was looking for
Lol it really does take about a decade to get through all the compiling though
Awesome video
Thanks man :) I've had some issues when packaging for Linux like you mentioned but overall process is so clear thanks to you :))))
nice man, loving the enthusiasm : ))
Awesome job! Thank you, this worked like a charm.
Glad it helped!
hi do we actually need to actually need to deploy the linux server via docker or can we also run it via wsl env ?
Hi, WSL works as well.
But realistically docker is closer to what you would actually deploy eventually (linux server).
@@ChaojianZhang yes agreed 👍 thx for prompt response and the tutorial !
You are welcome! Unreal for serious stuff is hard, and as a community we help each other😊
@@ChaojianZhang agreed, I am actually thinking about starting my own channel as I am planning to go indie! It will be a great experience i am sure 👍
@@il4w That would be great! Making videos really makes you be prepared and more organized. Best luck!
hey question struggling on getting it to work on ue5-main source branch and followed your video is there a clear way to know if you need to do the Server Troubleshooting workaround that you need to update the source code for?
What errors are you getting?
@@ChaojianZhang I wasnt getting any errors which is why I was asking. When I tried to load up the games they were not loading to server it seemed, so I ended up adding that code anyway. Was just curious how to tell otherwise if its not working other than when you start they dont join to server.
@@VaughnD1990 Which code are you referring to?
Have you tried to do a debug LAN test with a listen server?
Hello, When i try to package my dedicated server on linux this error appear on the console : Invalid target platform specified (LinuxServer). Available = { AllDesktop, Android, Android_ASTC, Android_DXT, Android_ETC2, AndroidClient, Android_ASTCClient, Android_DXTClient, Android_ETC2Client, Android_Multi, Android_MultiClient, IOSClient, IOS, Lumin, LuminClient, MacNoEditor, Mac, MacClient, MacServer, TVOSClient, TVOS, Window
sNoEditor, Windows, WindowsClient, WindowsServer } Please tell me what i should do to solve this and sorry for my bad english
Did you say you package your server on linux?
You should always package your server on Windows targeting Linux.
The error information you give is not descriptive. Also it shows it contains Android packages - are you trying to package the server for Android?
@@ChaojianZhang What do you mean by You should always package your server on Windows targeting Linux ???
@@adamtebourbiThat's the first thing I mentioned in my video:
0:10
"You actually compile a Linux dedicated server on Windows."
Using Cross-compiling, that is.
Do I need to build again the source once toolchain clang installed ?
Yes. You need to regenerate the project files and since clang is the compiler, you do need to build again.
In fact you don't need to generate the project files before you install build tools.
Running server in a container won't work.
Which part doesn't work? Did you forward your ports and check the firewall?
@@ChaojianZhang I managed to make it work, but you propose using "python3" image, which is invalid. The correct one is just "python".
The correct command would be
docker run --interactive --tty --entrypoint /bin/sh -p 7777:7777/udp -v :/home/unreal/ python
Then after opening the terminal, user can just go with
useradd unreal
su unreal
~/Game.sh
Or something like that