Build Unreal Engine 5 Linux Dedicated Server (or UE4) | Quick Reference

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

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  • @ChaojianZhang
    @ChaojianZhang  2 ปีที่แล้ว +1

    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

  • @Cage313
    @Cage313 2 ปีที่แล้ว +2

    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

  •  ปีที่แล้ว +1

    Thanks man :) I've had some issues when packaging for Linux like you mentioned but overall process is so clear thanks to you :))))

  • @Kobraisten
    @Kobraisten 2 ปีที่แล้ว +1

    nice man, loving the enthusiasm : ))

  • @cgunnification
    @cgunnification 2 ปีที่แล้ว +1

    Awesome job! Thank you, this worked like a charm.

  • @il4w
    @il4w 11 หลายเดือนก่อน

    hi do we actually need to actually need to deploy the linux server via docker or can we also run it via wsl env ?

    • @ChaojianZhang
      @ChaojianZhang  11 หลายเดือนก่อน

      Hi, WSL works as well.
      But realistically docker is closer to what you would actually deploy eventually (linux server).

    • @il4w
      @il4w 11 หลายเดือนก่อน

      @@ChaojianZhang yes agreed 👍 thx for prompt response and the tutorial !

    • @ChaojianZhang
      @ChaojianZhang  11 หลายเดือนก่อน +2

      You are welcome! Unreal for serious stuff is hard, and as a community we help each other😊

    • @il4w
      @il4w 11 หลายเดือนก่อน +1

      @@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 👍

    • @ChaojianZhang
      @ChaojianZhang  11 หลายเดือนก่อน +2

      @@il4w That would be great! Making videos really makes you be prepared and more organized. Best luck!

  • @VaughnD1990
    @VaughnD1990 3 ปีที่แล้ว

    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
      @ChaojianZhang  3 ปีที่แล้ว

      What errors are you getting?

    • @VaughnD1990
      @VaughnD1990 3 ปีที่แล้ว

      @@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.

    • @ChaojianZhang
      @ChaojianZhang  3 ปีที่แล้ว

      @@VaughnD1990 Which code are you referring to?
      Have you tried to do a debug LAN test with a listen server?

  • @adamtebourbi
    @adamtebourbi ปีที่แล้ว

    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

    • @ChaojianZhang
      @ChaojianZhang  ปีที่แล้ว +1

      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?

    • @adamtebourbi
      @adamtebourbi ปีที่แล้ว

      @@ChaojianZhang What do you mean by You should always package your server on Windows targeting Linux ???

    • @ChaojianZhang
      @ChaojianZhang  ปีที่แล้ว +1

      ​@@adamtebourbiThat's the first thing I mentioned in my video:
      0:10

    • @ChaojianZhang
      @ChaojianZhang  ปีที่แล้ว +1

      "You actually compile a Linux dedicated server on Windows."

    • @ChaojianZhang
      @ChaojianZhang  ปีที่แล้ว +1

      Using Cross-compiling, that is.

  • @VVLGANESHK
    @VVLGANESHK 3 ปีที่แล้ว

    Do I need to build again the source once toolchain clang installed ?

    • @ChaojianZhang
      @ChaojianZhang  3 ปีที่แล้ว +1

      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.

  • @mikekozlov3484
    @mikekozlov3484 2 ปีที่แล้ว

    Running server in a container won't work.

    • @ChaojianZhang
      @ChaojianZhang  2 ปีที่แล้ว

      Which part doesn't work? Did you forward your ports and check the firewall?

    • @mikekozlov3484
      @mikekozlov3484 2 ปีที่แล้ว +1

      @@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