How to Package a Dedicated Server in Unreal Engine

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  • เผยแพร่เมื่อ 27 พ.ค. 2024
  • How to build Unreal Engine from Source: • How to Build Unreal En...
    In this video, we go over how to set up and package a dedicated server for your Unreal Engine project. Dedicated servers are becoming a popular alternative to other game server options such as listen servers and peer-to-peer for multiplayer games. Dedicated servers provide many advantages over having clients partake in hosting the game such as security, reliability, fairness, and better performance. However, dedicated game server hosting involves a separate machine and program running from the client. The unreal engine game server program is somewhat different than the client program in that the server is typically headless, meaning that it doesn't render graphics, device input, sound, and other player-oriented features because the server's main responsibility is to use client request information to update the state of the game world and that the clients have the data required to recreate that game world while being efficient. Therefore, packaging an Unreal Engine project as a dedicated server requires a different build configuration. At the end of this tutorial, we run the server locally in order to test some simple client connections and gameplay interaction.
    ****IMPORTANT LINKS****
    Unreal Engine documentation articles on dedicated servers:
    docs.unrealengine.com/en-US/I...
    docs.unrealengine.com/en-US/I...
    docs.unrealengine.com/en-US/I...
    Other useful webpages on dedicated servers:
    en.wikipedia.org/wiki/Game_se...
    phoenixnap.com/blog/what-is-a....
    More information about target files for Unreal Engine: docs.unrealengine.com/en-US/P...
    Commands:
    Run a UE4 server build locally with logs: [name-of-server-executable].exe -log
    Connect to localhost from a UE4 client build: open 127.0.0.1
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    0:00 Intro
    1:32 Adding a server build target to project
    9:53 Setting the default server and client maps
    14:17 Packaging the server and client
    17:53 Testing the dedicated server
    23:02 Outro
    #ue4 #unrealengine #dedicatedserver
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ความคิดเห็น • 229

  • @StingerPhilip
    @StingerPhilip 3 ปีที่แล้ว +18

    I can't thank you enough for this amazing content!
    This video is my 3rd trial on setting up my first dedicated server and third time's the charm I guess.
    Great content such as this makes it possible for me to work full time in a factory and learn game development simultaneously. You make it possible for me to leave that part of my life in the past and move onto bigger and better things.

  • @casperap5573
    @casperap5573 2 ปีที่แล้ว +2

    THANK YOU. Finally someone who explains the entire process.

  • @SfantuSS
    @SfantuSS 2 ปีที่แล้ว +1

    Dude you have some strong knowledge on the topic. Thanks.

  • @santicastillo8789
    @santicastillo8789 2 ปีที่แล้ว +1

    I didn't see all the video but it's time for gratificate your work. thanks so much, youre the best!

  • @Siphonife
    @Siphonife 2 หลายเดือนก่อน

    TY man this video is a life saver. excited to develop a game using a dedicated server.

  • @esotericgamedev
    @esotericgamedev 2 ปีที่แล้ว +1

    Very very clear and well explained. Thank you

  • @jakubkawczynski4635
    @jakubkawczynski4635 ปีที่แล้ว

    Thank you very much! I was trying to test how it works, and your tutorial (even if UE4) works for me!

  • @darkwyvern9796
    @darkwyvern9796 2 ปีที่แล้ว

    Thank you for this! This is pure gold!
    I just didn't seem to understand whether this will work for online as well as local.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +2

      For online you'll have to do a little bit more work but the process will still include most of these steps.

    • @darkwyvern9796
      @darkwyvern9796 2 ปีที่แล้ว

      @@Flopperam thank you for the reply! From what I understand I need to port forward and share my external ip with my friends, is that correct?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      @@darkwyvern9796 That is accurate.

    • @darkwyvern9796
      @darkwyvern9796 2 ปีที่แล้ว

      @@Flopperam ❤

  • @rolandocruz15
    @rolandocruz15 3 ปีที่แล้ว +4

    Excellent explanation. I've been looking around for something like this for a long time. I will take this same approach and apply it to a Linux Dedicated Server, which really what I am looking to complete for my project.
    My plan is to select Development Server and then choose Linux as the solution platform and build in VS2019. I will then go back into UE4 and build the server in the same way we generated the Windows Server. I believe this should work.
    I'll add on a reply to this message with the results. Again, thanks for paving the way!

    • @rolandocruz15
      @rolandocruz15 3 ปีที่แล้ว +2

      OK. It did not take long. I was successful in literally applying each of the steps explained in this video. I would like to confirm that to create a Linux-based dedicated server only change the Solutions Platform (in VS2019) to Linux. Of course, you already have to have the Linux cross platform toolchain for Linux installed for UE4.26 or the UE4 version you are using.
      Following the same instructions for the Windows Dedicated server (except choosing Linux in Solutions Platform), I was able to generate a LinuxServer Folder. I zipped up the LinuxServer folder and copied it to my online Linux Server. After unzipping and setting up the proper execution file permissions and opening port 7777 on the firewall, I successfully accessed the server using my desktop and laptop following the instructions when launching and connecting to the server as explained in this video.

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว +1

      @@rolandocruz15 woooooo, nice! Thank you for your effort!

    • @spherolly2374
      @spherolly2374 2 ปีที่แล้ว

      @@rolandocruz15 Hello, Rolando! I'm trying to do the same with Linux, but my LinuxServer immediately shutting down after launching. I know this is not much of details, but maybe you've encountered something like that?

  • @Flopperam
    @Flopperam  3 ปีที่แล้ว +9

    We alluded to this at around 1:24 but please let us know by liking this comment or replying if you would be interested in a separate, more informational type video rather than a tutorial that goes over not just what dedicated servers are in general but also what other kinds of game servers are in general such as listen servers and comparing the pros and cons between them!

    • @pablomonfortgames6723
      @pablomonfortgames6723 3 ปีที่แล้ว

      are not possible of use blueprint only? i just dont want to be involved with c++ but want to have my dedicated server working as it works on editor, but when i build the widget dosnt even appear and its looks like a client but not server... so confusing to me..

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      @@pablomonfortgames6723 what do you mean by widget in this case? At least in this video there's no UI. Also, in this video you only need bare minimum c++ files to build a dedicated server. It's moreso the target.cs file that is required for the server build target. Having at least one c++ file is just for regenerating the visual studio project files and it doesn't matter what the c++ file is.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @PffMobile Hey, make sure that you have unreal engine built from source rather than the epic games launcher version. Only in the source version can you build a dedicated server.

    • @esotericgamedev
      @esotericgamedev 2 ปีที่แล้ว +2

      Thanks so much for this video. I would love to see a video showing how to use a dedicated server to connect to remote players. I.e. using Steam or whatever. Thanks again this was a very clear and helpful video.

  • @emorange
    @emorange 2 ปีที่แล้ว +1

    thank you, I especially like the client default map setting part, very detail and practical.

  • @WerewolvenGames
    @WerewolvenGames 2 ปีที่แล้ว +1

    dude. you sir. are a legend. thank you. thank you a mazillion!

  • @AphixDev
    @AphixDev 3 ปีที่แล้ว +2

    Flopperam returns? Good video!!

  • @terrablader
    @terrablader 3 ปีที่แล้ว +4

    Dam best tut yet by far joining patreon

  • @adamc3607
    @adamc3607 ปีที่แล้ว +1

    Thank you!

  • @taigabit
    @taigabit 11 หลายเดือนก่อน

    Great video, it helped understanding! I have a question regarding what you showed. How does unreal engine know, which game logic is to be packaged where, assuming I have a project made of c++ and blueprint classes with functions that are set to be "run on server" etc? Is it handled automatically based on what I set the functions in the class as? Or is there some kind of "manager" to select the classes which belong where to make sure what belongs into the dedicated server and the client?

    • @Flopperam
      @Flopperam  11 หลายเดือนก่อน +1

      Hey, thanks for the kind words. It depends on which level/gamemode is used on the server vs which one is used on the client, which is configured in the project settings.

    • @taigabit
      @taigabit 10 หลายเดือนก่อน

      @@Flopperam Thanks for the reply. But what about the blueprints and level-independant classes? So generally stuff that is not level dependant. How to tell the engine to pack things into the dedicated and client package? Apparently I dont need the client to have the classes which run game logic like for example loot system, to be packed -how do I tackle that?

    • @Flopperam
      @Flopperam  10 หลายเดือนก่อน

      That's actually a good question because I'm not too familiar with that myself. I know there are cases where you can change stuff and not have to repackage both the server and the client, but I'm not sure what those exact cases are.

  • @seventfour9247
    @seventfour9247 2 ปีที่แล้ว

    I want a packaged unreal project that is connected at runtime to a companion app via web socket. I need a Webserver for web socket to work. Will running a dedicated server on a machine eliminate the use for a separate Webserver on that machine? I want to give a project plus companion app to a client as packaged files.

  • @darkwyvern9796
    @darkwyvern9796 2 ปีที่แล้ว

    Again thank you for this! I managed to get it working locally but im having a lot of trouble getting my friends to connect from another network. would you consider making a tutorial for online as well? im sure a lot of people want this and would be worthwhile making.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Absolutely but it may take a while since we're slow here at flopperam lol

    • @darkwyvern9796
      @darkwyvern9796 2 ปีที่แล้ว

      @@Flopperam Cool haha I would very much appreciate a tutorial for that.

  • @Thxtnt
    @Thxtnt 3 ปีที่แล้ว +1

    your back!

  • @ChakriChanduMediaWorks
    @ChakriChanduMediaWorks 2 ปีที่แล้ว +2

    Big thanks for making a tutorial on this. I have followed along the tutorial and packaged a dedicated server. The problem I am facing is, whenever new client joins the server, the Third Person Character of previous clients whoever joined before is duplicating. I am using UE 4.27.2 Source Build version. Your help in fixing this is much appreciated. thanks!

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Interesting, someone in my discord server recently ran into a similar issue. Does this happen when you test in the editor or with actual packaged clients?

    • @ChakriChanduMediaWorks
      @ChakriChanduMediaWorks 2 ปีที่แล้ว

      @@Flopperam in the Editor, I didn't package the game for client

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      What play settings are you using in the editor?

    • @ChakriChanduMediaWorks
      @ChakriChanduMediaWorks 2 ปีที่แล้ว

      Netmode: Play Standalone - Number of players - 3
      BTW I've posted the video in Discord. Please check for better understanding

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@ChakriChanduMediaWorks Can you try the "Play as Client" mode? In standalone mode, there's no server involved I believe so when you have those settings you just have three separate/independent games, each with three mannequins.

  • @mati4541
    @mati4541 2 ปีที่แล้ว +1

    excellent video. I tried it on a local network and works flawlessly. I couldn’t manage to make it work over the internet though. Could you please show us what to do to be able to host a server over the internet? thanks

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Yes, working on it.

  • @vladrudenko8601
    @vladrudenko8601 3 ปีที่แล้ว

    Thank you!!

  • @mohammadranjbari4973
    @mohammadranjbari4973 2 ปีที่แล้ว

    ty so much

  • @Pizzaguy2
    @Pizzaguy2 ปีที่แล้ว

    great video thanks, I don't know nothing about unreal engine yet I'm trying to gather the most information before I start learning, I watched others videos and they're talking about listen-server (client is the server) and they talk about lag compensation, server-side rewind, client-side prediction , but I'm more interested in learning dedicated server, my question is can I learn client being the server and implement same logic to dedicated server since there is no a lot information about dedicated server. but If I learn about client being the server could I use same logic on dedicated server? sorry for my English and thanks again

  • @seventfour9247
    @seventfour9247 2 ปีที่แล้ว

    So with this the Unreal project can run on a server and act as a game server for clients. But does this project in itself hosts a Webserver? Is this server build running with all of its huds? Can I “play” the server build?
    I am asking because I got incredibly confused about unreal engines http communication. Does the packaged unreal project hosts a Webserver by itself or do I need to host a Webserver besides this server build on my server?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      The packaged unreal project is itself a server. You can't play the server build since it's headless, meaning no graphics or audio. It's simply a program running in the background that communicates information with connected unreal clients to help them simulate the multiplayer environment. Hope that helps and let me know if you have any other questions.

  • @unrealpakistansaad
    @unrealpakistansaad 2 ปีที่แล้ว

    Hey big thanks for this! Quick question - i already have a game built in unreal (blueprints based), so now if i grab the source and compile from scratch, can i open my game project inside this freshly compiled version of Unreal?

  • @blackpro303
    @blackpro303 2 ปีที่แล้ว +1

    but if I create a shipping game, on visual studio I have to compile the shipping server or always compile the development server and development editor

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Sorry for the late reply. Afaik, you don't have to compile for the development configuration if you're planning on packaging a shipping build. Compiling in development mode is purely for testing your game in the editor.

  • @murnoth
    @murnoth ปีที่แล้ว

    This video is King

  • @kionisrc
    @kionisrc 3 ปีที่แล้ว +1

    Hi, I found this dedicated Server cannot make ios connect with any other devices(Android meeting with PC on this server was fine). iOS app will crash when other platform join server. Is there any idea to fix it ? And I also wonder why there is so much games support multi-play with multi-platform ? How they build it ? At last thanks for you video. So much help. My unreal engine version was 4.25.4 by the way

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      I haven't worked with mobile dev specifically so I'm not too sure why this is happening. It may be worth checking out the unreal engine slackers discord or posting a question on the unreal engine forums/Reddit.

  • @arankasih1162
    @arankasih1162 2 ปีที่แล้ว

    hi! good video btw! but im having some trouble when packaging. it said that "AutomationTool exiting with ExitCode-1 (Error_unknown). do you know why?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      What version of unreal engine are you using?

  • @TheMorbidFascist
    @TheMorbidFascist 2 ปีที่แล้ว

    After building the "Game Development Server" and rebuilding "Game Development Editor" in the project settings under maps & modes it never shows me the option to select the server map? I did the game mode stuff as well. I have checked and rechecked I followed the directions. I cannot get it to show me the server map options under default maps. Any ideas?

    • @TheMorbidFascist
      @TheMorbidFascist 2 ปีที่แล้ว +1

      I was having a lot of issues with versions and just wiped windows and started over. Had the same issue....... 2hrs of fiddling later, turns out there is a tiny arrow to click down in the center and when you click it the rest of the options pop up. Turns out im just a big ol dummy. Great video!

  • @cyrilchevillon5926
    @cyrilchevillon5926 2 ปีที่แล้ว

    Hello, first of all thank you for your tutorial, I just have a problem, in the menu "File" -> "Package Project" I do not have the option "build target" I just have "build configuration" time on video: 16 minutes 19 seconds, I forgot an option?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Hey, which version of Unreal Engine are you using?

  • @bowang7685
    @bowang7685 2 ปีที่แล้ว

    Hi! If I wanna have different game maps in this multiplayer game, how do I set up?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      Sorry for the late reply but you would have to package both maps into your game build through the packaging settings.

  • @bowang7685
    @bowang7685 3 ปีที่แล้ว

    Hey, dude! 18:53 I typed cd then my server folder path and pressed enter, but it still in the original C:/Users/MyComputer folder, any idea why?

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      Hmm, I would recommend double checking the path that you passed into the cd command for typos.

    • @Shadowdawnz
      @Shadowdawnz 3 ปีที่แล้ว

      Might depend if your project is on a different drive than the C drive. If you want to change to D-drive and you are in C-drive currently, then type D: and hit Enter. Then try again. Hopefully that helps. Had the same issue this helped me.

  • @gwchndlr
    @gwchndlr 2 ปีที่แล้ว

    this tutorial is awesome. could you possible expand into making the entry map a main menu? im trying to create a battle royale game, and would need a main menu for players to try and join a game, similar to warzone, fornite, apex, etc.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Sorry for the late reply but yes in the future.

  • @WdraganW
    @WdraganW 2 ปีที่แล้ว

    Awesome tutorial, it helped a lot. I just have a problem building project, im missing "Build Target" from drop down menu. Im using 4.22.3 version

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Hey, is the server target appearing in Visual Studio? Maybe try regenerating project files after adding the server target cs file and building again, then check the editor to see if the build target option is there. It may be there but under a different name or location.

    • @WdraganW
      @WdraganW 2 ปีที่แล้ว

      @@Flopperam It appears in VS, it look s just like "Editor.Target" (but everything is Server.Target)... My project was blueprint so i tried making a new one with c++ but the result is same. As if my engine doesn't know how to build different targets. I was hopping i wouldn't have to build new version of unreal and of course making it source build because it took ages to make this one but if i don't come up with other solution i guess i will start over...

    • @Botytec
      @Botytec 2 ปีที่แล้ว

      @@WdraganW did you find a fix?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      @@WdraganW
      Hey, so after doing some research, it looks like older versions of Unreal Engine don't have the option to target packaging towards specific build targets. Therefore, you'll have to package the project as usual (game target option by default), then take the server binary generated from building the project in Visual Studio for the server build target, and put the server executable in the plain packaged build. Either way, you'll need Unreal Engine source to build the project as a dedicated server in Visual Studio. Hope that helps, you can check out this link for more info, michaeljcole.github.io/wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_&_Linux)/

    • @WdraganW
      @WdraganW 2 ปีที่แล้ว

      @@Flopperam Thank you so much. That did the trick and it is working now.

  • @terrablader
    @terrablader 3 ปีที่แล้ว

    We are getting a slight shudder when connecting. Is this maybe because replication is not setup right? We tried running server on both his and mine. Any ideas? Thanks

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      I would suggest making sure that the game plays fine in the editor when run as a dedicated server. You can do this by making sure the "Run as client" mode is selected when running the game in the editor. Most likely, movement replication isn't turned on.

    • @terrablader
      @terrablader 3 ปีที่แล้ว

      @@Flopperam I'll check that the studder is experienced by the clients own player I did not see that problem testing locally

  • @STARXGAMING5
    @STARXGAMING5 2 ปีที่แล้ว +1

    Hello @flopperram i want to ask something
    Can after all this , this server is hosted to internet i mean two different networks(me and my frnd) can able to connect to host?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Yes, but you may have to port forward on the machine hosting the server.

    • @STARXGAMING5
      @STARXGAMING5 2 ปีที่แล้ว

      @@Flopperam thanks
      Do you have any tutorial on this because i am quite new to engine .

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@STARXGAMING5 I do not sadly.

  • @runofernandotv
    @runofernandotv 2 ปีที่แล้ว

    If I wanted to use Google Cloud with Kubernetes and Agones, how would I get started?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      I would recommend going through the documentation, agones.dev/site/docs/overview/

  • @brianjordaans6782
    @brianjordaans6782 2 ปีที่แล้ว

    So I have seen things where people have mentioned that in order to properly test things as far as the replication for multiplayer it is different when playing as say a listen server. That the only way to test some things is to have it be an actual dedicated server, is this a way to properly test that? Its hard to find info on this part of things and it would be nice to test this way without needing an actual server just to test stuff out on. This is a great tutorial though and is super helpful in getting started in the multiplayer for unreal

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      When testing in the editor, you can test as either a listen or dedicated server. There will be differences between the two since both have different behaviors. The only time you need an actual server is if you are testing multiple, separate machines playing on one server instance. Of course, you can always port forward in this case as well.

    • @brianjordaans6782
      @brianjordaans6782 2 ปีที่แล้ว

      @@Flopperam awesome! Thanks for the quick reply too, I am actually trying to test with two different devices, I wanted to make sure everything is working on a dedicated server with a persistent world.

  • @kamilnalevanko2106
    @kamilnalevanko2106 2 ปีที่แล้ว

    Hello I have problem with console I cant open it and also I rebinded key for it to TAB then Enter but still nothing happens after pressing can you help ?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Hey, did you go into Editor Preferences -> Keyboard Shortcuts -> System-wide -> Open Console Command Box to change the binding? Or did you change something else? By default, the binding will be the ticket-mark/tilda key. The same binding can be found in Project Settings -> Engine -> Input -> Console -> Console Keys.

    • @kamilnalevanko2106
      @kamilnalevanko2106 2 ปีที่แล้ว

      @@Flopperam Yes yes it was first thing I did, changed from ; to TAB then ALT but noone works, but if I ran game by play inside editor I could use console when I pressed tab and I typed open + ip but nothing changed I didnt appear inside arena but in server log I saw I connected if I run a game over icon inside folder I could not use console If I pressed nothing happened... this is my problem

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Yes you can only open the console in the game while running the game I believe.

  • @brandonwinston
    @brandonwinston 2 ปีที่แล้ว

    Thanks

  • @joshualambert783
    @joshualambert783 2 ปีที่แล้ว +1

    Can you make a start option and take in the server please 🙏

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Potentially in the future yes

  • @VREngineDeveloper
    @VREngineDeveloper 10 หลายเดือนก่อน

    hello mate thanks for this great tutorial it is help me a lot to understand some things on unreal engine, by the way this still works on unreal 5.1, i have a question... how can i run the server.exe file without cmd? i mean play like an admin with other users in the same level, if i delete a mesh the users can't see the mesh.
    greetings from Spain.

    • @Flopperam
      @Flopperam  10 หลายเดือนก่อน

      Yes I believe so, you just need something running that server.

  • @aviationjunkie1
    @aviationjunkie1 ปีที่แล้ว

    not sure the development server build works in 5.1.1

  • @flyingostrich7035
    @flyingostrich7035 ปีที่แล้ว

    nice video, it is work, but i have some issue here, after i packaging my dedicated server file is 1.7gb and my client file is 3.5gb , whole project file is over 40gb, did any guy facing same issue?
    im using a default trirdperson mode only.

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      Yea packaged projects can be big depending on what assets are in them.

  • @zoltantoth6015
    @zoltantoth6015 9 หลายเดือนก่อน

    How can I setup VS to show Development Server?

    • @Flopperam
      @Flopperam  9 หลายเดือนก่อน

      Did you build unreal engine from source or are you using a version of the engine from the epic games launcher?

  • @TheTrifel
    @TheTrifel 3 ปีที่แล้ว

    So if this will work on a local client ,meaning same computer, will it also work from another computer on the same home network, with port forwarding set to the pc running the dedicated server, and firewall exceptions on the pc running the server and the other network pc running the client version with the console command or does that actually have to be set up in the level blueprint to accept connection?

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว +1

      Technically yes, you should be able to connect from another computer assuming that port forwarding is set up and etc. You should not need to make any changes, blueprint or C++, to the server to accept incoming connections. If you experience any issues, feel free to reply.

    • @TheTrifel
      @TheTrifel 3 ปีที่แล้ว +1

      @@Flopperam i can connect with no issue on the same machine ,and have forwarded the ports to my laptop running the server in my router , also went into my desktop and make new rules for opening the 7777 port for in and out (in case I want to switch server machine host ) I've also made sure the laptop can do the same
      It still seems like I'm missing a protocol either on the desktop end or the server end as I can not seem to get it to connect aside from local
      My laptop is also set to static ip to allow the router to forward the port to the laptop but I didn't port forward the desktop as I'm not running the server from it yet, not sure what I'm missing
      After hours of improper version connecting issues and rebuilding a few times to find source version from client build to server build was different, finally got the build from same source for both working and connecting on a local with no issues at all , just seems the console command 8s only searching on a local machine hence the local.120.0.0.1 , just wondering if the game build just needs an extra option set , or if the entry map needs a level blueprint set on begin play to route a incoming connection from a local network....so tedious

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว +1

      @@TheTrifel Not sure if you got it working, and I may be very wrong here but I believe you have to use your ipv4 address, not localhost like you alluded to, according to this post, answers.unrealengine.com/questions/707145/dedicated-server-port-fowarding.html

    • @TheTrifel
      @TheTrifel 3 ปีที่แล้ว +1

      So ...here goes
      I got 2 different products running different firewall sowtware and settings, McAfee is a pain in the ass but came with the laptop lol ,
      so I had to add the client ip trying to connect to the "my network connection tab" in McAfee, and double check that the computer trying to connect to the server had outbound rules in windows defender (somehow I had inbound only but not outbound ) advanced settings add 2 rules one for udp, and tcp for port 7777 , once I did that , when launching the desktop Lan client using the console command it had an added ip address to open besides just the 120.0.0.1 which it showed the laptop I have port forwarded to , still no connection until adding the attempting connecting client to the my network connection ip list in McAfeefirewall settings,
      Soon as I did that it connects with no issues on remote and local client with McAfee firewall on
      Anyone else out there having issues like this ,shut off one firewall at a time and try to connect ,soon as I paused McAfee after adding the outbound rules it connected. And narrowed the problem to a firewall issue 🙄

    • @TheTrifel
      @TheTrifel 3 ปีที่แล้ว

      @@Flopperam thanks for the reply 😉

  • @KalistosGaming
    @KalistosGaming 2 ปีที่แล้ว +1

    For anyone that encountered issued when trying to build as a development server win64 remember that your project has to be set for that. I had an android project and couldnt figure out why I get error till I realised I had to change engine version back enter project and select the platform also for win64 and set the packaging for Development to be able to build it. Makes sense when I say it now but when I encounterd the problem it didnt. Hope it helps someone .

    • @thomasbuffler6041
      @thomasbuffler6041 2 ปีที่แล้ว

      Is this why I get an error with material not being able to load?

  • @christophermcninch1386
    @christophermcninch1386 2 ปีที่แล้ว

    When I start my server the log window opens but never shows anything. I can join with two instances of my game on the same machine using local ip but can't seem to connect from other machine even though running the game as listen server works both on LAN and online, any ideas?
    Edit:
    Server doesn't show logs when build config is set to shipping.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Hey, really sorry for the late reply, your comment got caught by TH-cam's spam filter. First, when unreal engine projects are packaged in a shipping configuration, whether it's client or server, no logs will be generated. Second, when you're connecting to the server from another machine, are you using the localhost ip or an external ip? I'm assuming you're using an external ip since you were able to test successfully with listen servers. You'll have to use an external ip address in this case as well, which may also involve some port forwarding to allow the server to receive incoming connections from outside devices. For debugging purposes, you could try running a server packaged in a development configuration to see logs, or you can run/debug the server from visual studio with added breakpoints while trying to have clients connect to that running process.

    • @christophermcninch1386
      @christophermcninch1386 2 ปีที่แล้ว +1

      @@Flopperam When I package the server as shipping I have no issues connecting only there is no logs of course. It was when I package as development I couldn't connect and never figured it out so I'm just using the shipping config

    • @NickRomick
      @NickRomick ปีที่แล้ว

      @@christophermcninch1386 That's EXACTLY my issue. Did you find a fix? I'm stumped!

  • @1udor
    @1udor 2 ปีที่แล้ว +2

    how i can put this on my linux vps?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +2

      Hey, for that, you'll have to cross-compile/package a Linux dedicated server. The steps for the dedicated server part are still the same as they are laid out in this video, but you'll also have to install the Linux toolchain corresponding to your version of Unreal Engine from here, docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Linux/GettingStarted/. Then, regenerate the project files for your Unreal Engine source build and rebuild the engine. After that, you should see in Visual Studio an option to build for the Linux platform and in the Unreal Engine editor an option to package your project for the Linux platform.

  • @not_vdb0059
    @not_vdb0059 2 ปีที่แล้ว

    Does this work with the build in find and join session notes?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      It can but I don't go over that specifically in this video.

    • @not_vdb0059
      @not_vdb0059 2 ปีที่แล้ว +1

      @@Flopperam could you maybe make a tutorial on it?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      Eventually yes

    • @1udor
      @1udor 2 ปีที่แล้ว

      you trying to make a fortnite gameserver ?

  • @malfunction7076
    @malfunction7076 2 ปีที่แล้ว

    Can you make another one of these for unreal engine 5 please

  • @igorcosta6097
    @igorcosta6097 ปีที่แล้ว

    How to make a multiplatform dedicated server?

    • @Flopperam
      @Flopperam  ปีที่แล้ว +1

      With Unreal, the dedicated server, whether Windows or Linux, is already multi-platform, meaning clients on different types of devices can connect to the same server.

  • @kennethhenson9554
    @kennethhenson9554 2 ปีที่แล้ว

    Question, is there a way to disable all warnings in the log file?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      According to this forum post, forums.unrealengine.com/t/any-way-to-mute-particular-warnings-in-the-logs/73572, you can add
      [Core.System]
      +Suppress=Warning
      in your DefaultEngine.ini file, but I haven't tested this myself.

    • @kennethhenson9554
      @kennethhenson9554 2 ปีที่แล้ว

      @@Flopperam I just tried that. LOL

    • @kennethhenson9554
      @kennethhenson9554 2 ปีที่แล้ว +1

      @@Flopperam Oh, I'm getting ready for the release of my new game on Steam, and if you are interested I might work with you to put a Steam Dedicated Server tutorial together for it. There is very little on how to setup a server for an actual new game on Steam.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Hey appreciate that, if you want, feel free to join our discord server where we can talk more since steam has been something I've been wanting to explore for a while now.

    • @kennethhenson9554
      @kennethhenson9554 2 ปีที่แล้ว

      @@Flopperam You Bet

  • @PunfuN.
    @PunfuN. 2 ปีที่แล้ว

    I cant see the players being replicated when I connect them, why can that be?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Is this happening when testing in the editor or when launching the server as a standalone process outside of the editor?

  • @cozzbp
    @cozzbp 3 ปีที่แล้ว

    I notice that you keep having to go "wake up" the server. Is there a launch argument to disable that behavior?

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      I think it's that way because the logs are being displayed live in their own window, but I could be wrong about that. If you don't add the -log parameter when running the server executable, it should run constantly without having to be "woken up" until it gets terminated, but I could also be wrong about that too. In case you are curious about what command line arguments you can use with an unreal engine game executable, you can find those here: docs.unrealengine.com/en-US/ProductionPipelines/CommandLineArguments/index.html

    • @cozzbp
      @cozzbp 3 ปีที่แล้ว

      @@Flopperam Interesting...I'll have to play around with that some. Thanks!

  • @unrealenginetr
    @unrealenginetr 11 หลายเดือนก่อน

    Packaged servers belong to that project, right? So if we try to enter from a different project, it will not work¿

    • @Flopperam
      @Flopperam  11 หลายเดือนก่อน

      Correct

    • @unrealenginetr
      @unrealenginetr 11 หลายเดือนก่อน

      @@Flopperam Thank you 🙂

    • @unrealenginetr
      @unrealenginetr 11 หลายเดือนก่อน

      @@Flopperam Can I add marketplace assets to the project I work with the source engine?

    • @Flopperam
      @Flopperam  11 หลายเดือนก่อน

      Yes

    • @unrealenginetr
      @unrealenginetr 11 หลายเดือนก่อน

      @@Flopperam thanks

  • @lukavekichannel
    @lukavekichannel 2 ปีที่แล้ว

    Can we do that without VS ?

  • @kaiba6697
    @kaiba6697 3 ปีที่แล้ว

    Can I let's the player host their own server by giving them the server package?

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      yes that should work

  • @VexMega
    @VexMega 2 ปีที่แล้ว

    im getting the error "Server targets are not currently supported from this engine distribution"
    If i build the engine directly from the source, the engine dont shows up in the "generate project files".

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      This may sound like a dumb question but were you able to successfully build Unreal Engine source?

    • @VexMega
      @VexMega 2 ปีที่แล้ว

      @@Flopperam Yes I can build the engine but not the project, but the engine doesn't shows up on "generate VS project files". Only when i install from the launcher.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@VexMega What happens when you right click the uproject file and select "Switch Unreal Engine version" ?

    • @VexMega
      @VexMega 2 ปีที่แล้ว

      ​@@Flopperam only shows the engines installed on the launcher, but not the one i build from the source

    • @VexMega
      @VexMega 2 ปีที่แล้ว

      @@Flopperam I will try to remove any installed engine and try again.
      The engine itself need to be built in "Development Server" , right ?

  • @danimusbar
    @danimusbar 3 ปีที่แล้ว

    Whatabout using Play fab ?

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว

      Currently researching this but yes dedicated server can be used with playfab.

  • @kurosensei3388
    @kurosensei3388 2 ปีที่แล้ว

    im haveing a problem connecting to my dedicated server hosted on aws free servers ec2? any ideas please

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      What's the issue you're facing? Most likely you didn't open port 7777 udp on your ec2 instance.

    • @kurosensei3388
      @kurosensei3388 2 ปีที่แล้ว

      @@Flopperam th-cam.com/video/1rx4kj6hhAw/w-d-xo.html this is the problem im facing ive enabled udp and tpc

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@kurosensei3388 That IP address is a private one I believe. You have to connect to the instance's public IP address.

    • @kurosensei3388
      @kurosensei3388 2 ปีที่แล้ว

      @@Flopperam im for taking up your time but its not working i tried (ipv4_public):7777 its just reloading the level after a while...

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@kurosensei3388 dumb question, are you able to connect locally?

  • @rohanphadnis6812
    @rohanphadnis6812 2 ปีที่แล้ว +1

    how would i connect to the server if it was a remote server?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      You would have to enable UDP connections on the server on the port you want remote connections to listen on/bind to.

    • @rohanphadnis6812
      @rohanphadnis6812 2 ปีที่แล้ว

      @@Flopperam how would i do that? is there a good video you reccomend?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@rohanphadnis6812 I don't unfortunately since it mainly depends on your router, assuming your "remote server" is your home computer.

    • @rohanphadnis6812
      @rohanphadnis6812 2 ปีที่แล้ว

      @@Flopperam im using AWS to host the game server file.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Are you using EC2?

  • @Botytec
    @Botytec 2 ปีที่แล้ว

    i dont see build target on ue4
    4.20.3

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      Hey, so after doing some research, it looks like older versions of Unreal Engine don't have the option to target packaging towards specific build targets. Therefore, you'll have to package the project as usual (game target option by default), then take the server binary generated from building the project in Visual Studio for the server build target, and put the server executable in the plain packaged build. Either way, you'll need Unreal Engine source to build the project as a dedicated server in Visual Studio. Hope that helps, you can check out this link for more info, michaeljcole.github.io/wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_&_Linux)/

    • @Botytec
      @Botytec 2 ปีที่แล้ว

      @@Flopperam which version has it then?

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว

      @@Botytec I wanna say starting from version 4.24 or 4.25 and above but don't quote me on that.

  • @Ali-1992
    @Ali-1992 ปีที่แล้ว

    Can I make two teams of 15 players against 15 players Will this server help me?

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      Yes but the team part will require additional back-end server logic

    • @Ali-1992
      @Ali-1992 ปีที่แล้ว

      @@Flopperam Oh this means I can't make two teams in one server?

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      You can but it requires more work, outside of this video

    • @Ali-1992
      @Ali-1992 ปีที่แล้ว

      @@Flopperam Well, excuse me for my extra curiosity and sorry that I bothered you with me, but I only have one last question.. I want to make a server similar to the servers of PUBG and Fortnite. They have a button and a "Ready" abyss. When they press this button they enter into a match against 100 people. The question is how do I find videos for this the chia

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      If you have time, you could take a look at our gamelift series to get an introduction to some concepts that may help you. For example, external back end services and basic unreal engine server/multiplayer logic. However, it's not specifically tailored to a fortnite/pubg scenario. I'm not too sure where you would look specifically for that.

  • @aviationjunkie1
    @aviationjunkie1 ปีที่แล้ว

    I've got no logs at all just a black command prompt but also Im on 5.1.1

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      Hey at what timestamp is this occurring at?

    • @aviationjunkie1
      @aviationjunkie1 ปีที่แล้ว

      @@Flopperam 19:18 right when you click enter to run it and see logs mine is just black. nothing shows in the logs or anything

    • @Flopperam
      @Flopperam  ปีที่แล้ว +1

      Hey sorry for the late response but is this still occurring?

    • @aviationjunkie1
      @aviationjunkie1 ปีที่แล้ว

      @@Flopperam Yes I tried it a few more times and its the same thing so I continued building out the game and just use the shipping product to host games but have to figure out the dedicated issue.

  • @newguma
    @newguma 2 ปีที่แล้ว +1

    Waiting for online video... i mean from other pc with other internet... thats will broke all the needs, cause i dont find it anywhere!!!!!!!!

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      Working on this!

  • @clydebaldassare2387
    @clydebaldassare2387 ปีที่แล้ว

    I hate you have to build from source because I left my pc on for 3 days and it only got around a quarter of the files done

  • @unrealenginetr
    @unrealenginetr 11 หลายเดือนก่อน

    19:16 I do the same but nothing happens

    • @Flopperam
      @Flopperam  11 หลายเดือนก่อน

      I would check the directory where your packaged server is for log files to see if the server tried to run but crashed immediately.

  • @momomadi2
    @momomadi2 3 ปีที่แล้ว

    huge

  • @auragaming2776
    @auragaming2776 3 ปีที่แล้ว

    This work for android ? .

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว +1

      Yes, I believe that an android client can connect to a windows server when it comes to Unreal Engine.

    • @auragaming2776
      @auragaming2776 3 ปีที่แล้ว +1

      @@Flopperam I have to watch your previous video about AWS full ?. Them continue this ?

    • @Flopperam
      @Flopperam  3 ปีที่แล้ว +1

      @@auragaming2776 no, the aws series alone will take you from start to finish. This video is just standalone for a specific topic that's also covered in the full aws series.

    • @auragaming2776
      @auragaming2776 3 ปีที่แล้ว +1

      @@Flopperam find session and join session node will work after doing this and btw I have to use aws in this you showed AWS IP address.

    • @rolandocruz15
      @rolandocruz15 3 ปีที่แล้ว +1

      @@FlopperamI can confirm connecting from Android also works for with Windows and Linux Dedicated servers.

  • @lukavekichannel
    @lukavekichannel 2 ปีที่แล้ว

    Severity Code Description Project File Line Suppression State
    Error Server targets are not currently supported from this engine distribution. \Intermediate\ProjectFiles\UnrealBuildTool 1

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      You need Unreal Engine from source to build a dedicated server. A launcher version of the engine won't work sadly.

    • @lukavekichannel
      @lukavekichannel 2 ปีที่แล้ว

      @@Flopperam Ok thank you

  • @kennethhenson9554
    @kennethhenson9554 2 ปีที่แล้ว

    Why not show someone how to do this with an existing project, just tell them to open it, and click File Add New C++ Class, and that makes the project C++ assessable. Also a good addition to this video would be how to upload it to Steam.

    • @Flopperam
      @Flopperam  2 ปีที่แล้ว +1

      Hey, thank you for the feedback, I believe I did try to say that you need a C++ project and can make a blueprint project into one doing what you said in the video but if I didn't then I apologize as this is a good point. And yea, hoping to get back into making videos again soon and Steam is definitely on the list.

  • @KrestenGiese
    @KrestenGiese 2 ปีที่แล้ว +3

    For an engine so powerful, having to go through all these stupid hoops just to make a dedicated server has got to be the dumbest shit Epic has ever thought of.

  • @hansotatis3226
    @hansotatis3226 ปีที่แล้ว

    Hello and thanks for your good work! Sadly, there is 1 problem i face.
    I did all steps 1:1 the way you explained. Why ever, I cant package (16:18) the project. After a few seconds, the engine gives me the message "packaging failed".
    The log shows a few messages/reasons
    UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to build "C:/Users/me/Videos/UnrealEngine/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
    PackagingResults: Error: Failed to build "C:/Users/me/Videos/UnrealEngine/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
    PackagingResults: Error: Unknown Error
    I absolutely don't know what this means/what to do 😕
    I'm using the source-code version from github (I did it the way, you show in your other tutorial. I think that worked, but its version 4.27).
    Before I installed the source-code version, I installed and used the epic games version (connected with megascans and visualstudio). Actually no problem, I think. I can use both versions without problems. And all steps are working except the packaging. Do you have any advice ???
    Thank you very much and go on !
    Ah, in other comments, you already mentioned some tutorials around hosting a server online. Do you know, when (just round about) the first will be launched ???
    Thank you very much :)

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      Hey, are you getting this error when trying to package a new template project? Or is this an existing project that you're modifying? Also, as for next tutorials, just dealing with personal life stuff but hoping to get back into the groove of things soon.

    • @Flopperam
      @Flopperam  ปีที่แล้ว

      Is this an existing project or a template project?