this is the best video ever about multiplayer dedicated server, thank you man you help me alot , now i understand how to make the server in a very short time compared other videos that most of all force you to use c++ and confused me of how to make this. thanks.
Using UE 4.26 and was not getting the screen size behavior that I was expecting from the client command. Turns out you have to add -WINDOWED as one of your parameters. Hope this helps someone.
thanks you for this great toutorial! and i have question, if i want to set max player or i want to add gun or somthing to my dedicated server how i do this? from my c++ code?
You will want to familiarize yourself with the OSS for the player counts or set it up in the game mode and kick clients once its past a certain amount. As for adding a firearm its the same as anything else unrelated to servers.
im currently making (uploaded 2 videos) where we use the online subsystem (we set it up with steam and test it with steam as well) to create and join sessions as well as im working on videos for turning what we made into a functional server browser for joining.
Thanks I'll give this a whirl. If I'm hosting multiple maps, will the final design be multiple servers or is there a method or host multiple levels all at once. I know this is just for testing but thinking about the hosting side.
@@Sivxgamer ill probably end up taking this series and setting it up to be a dedicated server towards the end after everything else is setup ruclips.net/video/Ed7f6gvd-l4/видео.html
Hello, thanks for this tutorial. I was wondering if using this method, could i be abble to measure the bandwidth going out of the Server? (With "netprofile" ue4 command) And if yes, will these values be the "real" values? (I mean the same as if the dedicated server was hosted on a different machine?)
if thats what your goal is to do then i would probably not launch the server as dedicated, but instead launch as if its a normal client and not spawn a character to make it easier to monitor everything since you have the game window for the server right infront of you. im not sure whether or not it would show the same as testing on the same/different machines, its worth testing to find out. i would think it would be the same since UE should know how much information its sending across the network and same with receiving
I have a question like Quaq-A commented, but i'm not quite understanding your answer. So if i put my external IP address in that client.bat file, and i give it to someone else, it's not working for him. That seems logical to me because he does not have the project and the engine on his computer. But you said it should work? And should i just put my external IP in there without any port? How exactly does it work?
@@SneakyKittyGameDev I don't know what that means exactly. I watched a video and i'll try that. But the first 2 commands, don't they mean that you need to have that file on that specific path? How will that ever work on another PC?
@@thecoone2797 the way the commands are setup right now is for testing on a pc that has UE4 and the project installed (hence their paths). you would need to package the game and put it on another pc in which case you may as well use console commands instead of the batch files for joining the server. simply type "open IPAddress" and it should connect you to your dedicated server
@@SneakyKittyGameDev okay i understand it completely. i replaced the commands by the one that rune the packaged game. Now i can connect between pc's on the same network. Now i have to port forward and other people will be able to join :) thanks a lot
@@SneakyKittyGameDev oh you mean it's the play as listen server or as client dropdown, got it, to make this work it should be as listen server I guess?
I got this to work on my end, but I have a few questions about going forward. First, can I put the client .bat on another computer and connect it to the server .bat on a different computer? My base goal is to run VR multiplayer in a single environment that can operate at the very least through different computers on LAN. If I could get people to connect through different remote areas that would be even better. This project isn't intended to be on steam as its more of a tool I am trying to create rather than a game. Any additional help on getting multiple computers to connect to an Unreal Project, even if it's only LAN would be appreciated. I left a like on the video because I like how concise the video was.
thank you, you should be able to without having to do anything, but if your trying this outside of your lan you may need to port forward 7777(i think) and have people connect to your external ip address
@@SneakyKittyGameDev I tried with a different computer in my network, but it isn't going to have those specific directories to jump into that exact project. Unless I could do some sort of file sharing between computers? Unless I get exact steps on what I can do about the lan situation and/or port forward (like what to alter in code) I will be shooting in the dark. Any specific steps would be ideal, but if this isn't off-hand knowledge I don't wish to inconvenience you :)
@@QuadAA your easiest bet is going to be via console commands. you can do "open ipaddr" with ipaddr being the ip address of the pc you want to connect to, if their hosting a server then you should have no issue connecting to it. if you dont want to setup some sort of git/file sharing system, you can package your game and put it on the other pc you want to test with
Can u plz explain me because on UE4 forums have no response. I want to build game the every who logins start playing automatically connects to server with limited playes wihtout going on searching and join in and staff. Can this be done. Tnx for great video
yes that can be done by using the "open ipAddress" console command or by using client travel to connect to an ip address. once the player logs in and assuming the login is successful, simply do either (REPLACE 127.0.0.1 WITH THE IP ADDRESS OF THE SERVER) in the execute console command node in Blueprint open 127.0.0.1 or if in C++ YourPlayerController->ClientTravel(127.0.0.1, ETravelType::TRAVEL_Absolute);
@@Kiran.KillStreak Correct. By packaging server I'm talking about to build the server so you can deploy it somewhere like AWS to run for others to join. That would be what your players connect to. For testing just using this video is fine.
@@SneakyKittyGameDev "Server targets are not currently supported from this engine distribution." ,I'm getting this error ,when try to build project in visual studio with development server config .
@@SneakyKittyGameDev yeah, i got it through the source version of unreal engine 4, because if you run the packaged version of the game and type -server -log behind it it still shows the game window
Thanks for this! So I read somewhere that you need to build the engine from source to create a dedicated server, but this seems to work with the regular install as well is that correct?
Hey, do you know how I could test this with built clients? What I want to achieve is to join to the server that I run with UE4Editor.exe but instead of joining with UE4Editor.exe as a client. I want to package the clients and join to the server. Thanks, good videos.
You can just open the client .bat file or in the console type *open 127.0.0.1*. if you want to easily host/join listen servers from the .bat files just change -server to -game in the host batch file and it should work
@@SneakyKittyGameDev But that works if you have the project but I mean if I want to build the game and give it to random people. They cant run the bat file if they dont have ue4 and the project. I am looking something like a config file where I can change the ip address where the client should try to connect.
@@naruine7631 Ah I see what you mean now. What you can do is create a little main menu level with a widget in it that contains 2 buttons and a editable text box. The first button would be to host so it would simply server travel you to the map of your choice. The editable text box and button would be what connects you to the person hosting the server, so lets say the player enters in 12.123.12.123 (example public ipv4 address) into the text box and presses the second button, it would try and connect to that ip address. alternatively you can just go the console route by typing in *open **12.123.12.123* to connect to the host.
this is the best video ever about multiplayer dedicated server, thank you man you help me alot , now i understand how to make the server in a very short time compared other videos that most of all force you to use c++ and confused me of how to make this. thanks.
I am very impressed... you just got a subscriber...Keep up the vids.
That you soo much! Made testing dedicated servers soo much easier.
Using UE 4.26 and was not getting the screen size behavior that I was expecting from the client command. Turns out you have to add -WINDOWED as one of your parameters. Hope this helps someone.
yeah, it's very useful. thanks
thanks you for this great toutorial! and i have question, if i want to set max player or i want to add gun or somthing to my dedicated server how i do this? from my c++ code?
You will want to familiarize yourself with the OSS for the player counts or set it up in the game mode and kick clients once its past a certain amount. As for adding a firearm its the same as anything else unrelated to servers.
@@SneakyKittyGameDev ok thanks
how do i make it so that they can enter ip address so that they can join friends
Thank you for the helpful video!
Could you do a tutorial on how to do this for Steam? (As I understand, Steam requires dedicated server setup)
im currently making (uploaded 2 videos) where we use the online subsystem (we set it up with steam and test it with steam as well) to create and join sessions as well as im working on videos for turning what we made into a functional server browser for joining.
awesome!
Thank you man!!
thanks for the video. Any idea about how to do in Mac?
I would imagine its similar but i cannot tell you for sure.
Thanks I'll give this a whirl. If I'm hosting multiple maps, will the final design be multiple servers or is there a method or host multiple levels all at once. I know this is just for testing but thinking about the hosting side.
Worked great ty! Ugh using multcast RPC might not be the right method for movement. So laggy..
Modifying the CharacterMovementComponent will be your best route.
There is no C++ code in your video. Please update the description.
it was for the tutorial c++ series. the title could be updated so your correct on that until I make a dedi server with the project
@@SneakyKittyGameDev Thank you very much. I kept clicking on it cuz I needed it in C++ :P +1 from me. Can't wait for a series.
@@Sivxgamer ill probably end up taking this series and setting it up to be a dedicated server towards the end after everything else is setup
ruclips.net/video/Ed7f6gvd-l4/видео.html
Hello, thanks for this tutorial. I was wondering if using this method, could i be abble to measure the bandwidth going out of the Server? (With "netprofile" ue4 command)
And if yes, will these values be the "real" values? (I mean the same as if the dedicated server was hosted on a different machine?)
if thats what your goal is to do then i would probably not launch the server as dedicated, but instead launch as if its a normal client and not spawn a character to make it easier to monitor everything since you have the game window for the server right infront of you. im not sure whether or not it would show the same as testing on the same/different machines, its worth testing to find out. i would think it would be the same since UE should know how much information its sending across the network and same with receiving
@@SneakyKittyGameDev Thank you for your answer, it's very helpful. I will do some test on my end
I have a question like Quaq-A commented, but i'm not quite understanding your answer. So if i put my external IP address in that client.bat file, and i give it to someone else, it's not working for him. That seems logical to me because he does not have the project and the engine on his computer. But you said it should work? And should i just put my external IP in there without any port? How exactly does it work?
have you tried port forwarding?
@@SneakyKittyGameDev I don't know what that means exactly. I watched a video and i'll try that. But the first 2 commands, don't they mean that you need to have that file on that specific path? How will that ever work on another PC?
@@thecoone2797 the way the commands are setup right now is for testing on a pc that has UE4 and the project installed (hence their paths). you would need to package the game and put it on another pc in which case you may as well use console commands instead of the batch files for joining the server. simply type "open IPAddress" and it should connect you to your dedicated server
@@SneakyKittyGameDev okay i understand it completely. i replaced the commands by the one that rune the packaged game. Now i can connect between pc's on the same network. Now i have to port forward and other people will be able to join :) thanks a lot
can't find the Run dedicated server checkbox on 4.25 any idea of where it went?
I'm assuming your referring to the run as listen server option. it's still there but it's now a drop down box
@@SneakyKittyGameDev oh you mean it's the play as listen server or as client dropdown, got it, to make this work it should be as listen server I guess?
@@ArvoAnimi wait nevermind I forgot there was a run as dedi checkbox, I'll look today and see
@@SneakyKittyGameDev Appreciated
@@ArvoAnimi try checking gyazo.com/382928c773486e6189cbbc3550613fc9
I got this to work on my end, but I have a few questions about going forward. First, can I put the client .bat on another computer and connect it to the server .bat on a different computer? My base goal is to run VR multiplayer in a single environment that can operate at the very least through different computers on LAN. If I could get people to connect through different remote areas that would be even better. This project isn't intended to be on steam as its more of a tool I am trying to create rather than a game. Any additional help on getting multiple computers to connect to an Unreal Project, even if it's only LAN would be appreciated.
I left a like on the video because I like how concise the video was.
thank you, you should be able to without having to do anything, but if your trying this outside of your lan you may need to port forward 7777(i think) and have people connect to your external ip address
@@SneakyKittyGameDev I tried with a different computer in my network, but it isn't going to have those specific directories to jump into that exact project. Unless I could do some sort of file sharing between computers? Unless I get exact steps on what I can do about the lan situation and/or port forward (like what to alter in code) I will be shooting in the dark. Any specific steps would be ideal, but if this isn't off-hand knowledge I don't wish to inconvenience you :)
@@QuadAA your easiest bet is going to be via console commands. you can do "open ipaddr" with ipaddr being the ip address of the pc you want to connect to, if their hosting a server then you should have no issue connecting to it. if you dont want to setup some sort of git/file sharing system, you can package your game and put it on the other pc you want to test with
This is gold dude. Does anybody know if Is possible to use it with hamachi? Sorry for my english!
As long as you port forward others should be able to connect to you by opening up their game and entering in the console
open YourIPAddress
@@SneakyKittyGameDev my internet company wont let me do that :(. Thats why im considering that awfull hamachi xD.
@@SneakyKittyGameDev thanks for the reply!
@@donvalette3589 then yes it should I think by connecting to the hamachi address
@@SneakyKittyGameDev thanks a Lot Man! A LOT!!!
Open the door lmao
lol
Can u plz explain me because on UE4 forums have no response. I want to build game the every who logins start playing automatically connects to server with limited playes wihtout going on searching and join in and staff. Can this be done. Tnx for great video
yes that can be done by using the "open ipAddress" console command or by using client travel to connect to an ip address. once the player logs in and assuming the login is successful, simply do either
(REPLACE 127.0.0.1 WITH THE IP ADDRESS OF THE SERVER)
in the execute console command node in Blueprint
open 127.0.0.1
or if in C++
YourPlayerController->ClientTravel(127.0.0.1, ETravelType::TRAVEL_Absolute);
@@SneakyKittyGameDev Tnx will try
So it is the same process with a vps right?
@Sneaky Kitty Gaming Don't you need UE4 Source Code ?
for setting up a true dedicated server to release/publish, this is a way to host a dedicated server to test in a dedicated environment
@@SneakyKittyGameDev Thanks
Won’t we need to build engine from source repo for dedicated server?
For when you go to package your server yes, this is for testing and simulating a dedicated server.
@@SneakyKittyGameDev packaging server means ,final release build ? ,until that phase we can run project in -server mode is fine ?
@@Kiran.KillStreak Correct. By packaging server I'm talking about to build the server so you can deploy it somewhere like AWS to run for others to join. That would be what your players connect to. For testing just using this video is fine.
@@SneakyKittyGameDev Got it .
@@SneakyKittyGameDev
"Server targets are not currently supported from this engine distribution." ,I'm getting this error ,when try to build project in visual studio with development server config .
how can i run it without Unreal Engine 4 installed ? like packaged
you can probably pass some parameters into the executable to make it run as the server
@@SneakyKittyGameDev yeah, i got it through the source version of unreal engine 4, because if you run the packaged version of the game and type -server -log behind it it still shows the game window
Is there a way to incorporate this into advanced steam plugin?
this is just a method for testing or demoing in a dedicated environment, unrelated to actually hosting a server via steam
My 2 game chars wont connect to the same server
Will 127.0.0.1 work? and i do use steam.
Thanks for this! So I read somewhere that you need to build the engine from source to create a dedicated server, but this seems to work with the regular install as well is that correct?
im using it with a regular install yes
@@SneakyKittyGameDev Cool thanks, for the fast reply!
Hey, do you know how I could test this with built clients? What I want to achieve is to join to the server that I run with UE4Editor.exe but instead of joining with UE4Editor.exe as a client. I want to package the clients and join to the server. Thanks, good videos.
You can just open the client .bat file or in the console type *open 127.0.0.1*. if you want to easily host/join listen servers from the .bat files just change -server to -game in the host batch file and it should work
@@SneakyKittyGameDev But that works if you have the project but I mean if I want to build the game and give it to random people. They cant run the bat file if they dont have ue4 and the project. I am looking something like a config file where I can change the ip address where the client should try to connect.
@@naruine7631 Ah I see what you mean now. What you can do is create a little main menu level with a widget in it that contains 2 buttons and a editable text box. The first button would be to host so it would simply server travel you to the map of your choice. The editable text box and button would be what connects you to the person hosting the server, so lets say the player enters in 12.123.12.123 (example public ipv4 address) into the text box and presses the second button, it would try and connect to that ip address. alternatively you can just go the console route by typing in *open **12.123.12.123* to connect to the host.
@@SneakyKittyGameDev Thanks man! This is exactly what I was looking for!
can i play this game from other oc
Yes just connect to it all the same. If its on another network then port forward on whoevers hosting and connect with the public ip
some way to hire you? or email?
discord
[GH] Cody#9273
@@SneakyKittyGameDev Thanks, add me please :)
@@lowhertz6406 didn't get an add
Sneaky Kitty Gaming add me Egaeus#4135 thanks
Make royal battle pubg style with dedicated server and database is a dream please think about it please make series for it