Every single time I need to learn something for work, you have uploaded a tutorial on the subject like 3 months before. Absolute gigachad, subbed to your Patreon.
Hi, I am getting "The selected platform/configuration is not valid for this target" In VS when building as a development server. any help or tips will be greatly appriciated, please?
Hello, Thank you for the tutorial everything was very well explained.I know this video is one year old but I was wondering if I want other people to connect to the server I need to open 7777 port right?
Thanks a lot for the tutorial. Still works great today using 4.27.2 If someone get an error related to AutomationTool while packaging client, I personnaly had to build 'AutomationTool' from UE source project to fix it.
@SneakyKittyGameDev oh ok. So can I host only 1 dedicated server or multiple dedicated servers at the same time? Also yeah sry just used to like my own comments for some reason. A bad habit ik 💀
One questtionnn: Why exactly do I need to build unreal engine by myself? I got a totally fine build of UE5 installed, and don't want to on top of the 1 day it took for installing/downloading go through the suffer of building it myself?
Hi, I Built a dedicated server for my game. But unfortunately, the game map is loaded by server on Open Level (IP address). But the game mode is not working, and the functionalities attached with the map is also not working. Do you have any idea why?
Hey there, great video, very helpful! You mentioned the separation of classes for client and server can be set. In the c++ class file you defined the type to "Game". How do I tell UE what c++ classes and blueprints or functions get packed into the dedicated server and the client? Is that -all- handled just by setting the TargetType.Server in the c++ classes and by the "run on server" functions in blueprints? Meaning that UE "picks" the elements as they are defined for each or how is that instructed?
I have a video on that, its done in c++. Basically you can wrap your code in if definedes and if the condition is false (such as if dedicated server) it will not compile the code for the client
Hi, i haqve a question: when i put the ip of the server, is the server automatically opening a session or he just connect? I must know if is a sort of auto handling connection or if it active online subsystems, EOS ecc.
If the server is open and you enter in the IP of the server it will attempt to connect by default. For "auto handing" you will want to use the online subsystem
Hello, i am new in unreal engine and i am wondering how do i connect from a different computer to the server, i have tried from the same computer and it works but when i am trying to connect form a different one on the internet i cant do it. Thx allot for the video.
Hi, the server machine im working on doesnt have a graphics card it has only server graphics, which isnt rly capable of running Direct X. Can I still somehow build a server on it or will i have to request a dedicated gpu to be added?
Question about using a Source build for the server: when I am working on the clients (game), do those also *have* to be made on the source engine build? Or can they be made with the "regular" engine installs? I tried this a couple of years ago and ran into all sorts of issues and difficulties with getting marketplace stuff to install in the source builds, plus there was constant engine rebuilding/repairing needed. Plus plus the source builds are about double the size of the standard installs.
If I recall you need the same build ID (engine) for the clients and server to connect to. With the source build you can force it to have a specific build ID before you compile but I cant recall how to do it off the top of my head. This will allow you to share a repo between you and other people with the source build if you both use source with the same build ID. As far as plugins go, your better off installing the plugins directly into your project. Thats what I always recommend people do as opposed to leaving them in the engine. Once your up and running you shouldnt need to touch the engine again unless you want to modify it or update it.
so if i wanted to send the server project to someone in 1 country, then send the client project to 3 other people in different countries... Is there a method for the server project to automatically set their IP and for the client project to automatically find that IP? I hope the scenario makes sense, what is the best solution? Or even if I made a start widget that set a string variable of the IP then fed it to 'open level'... would the person with the server just need to tell them what to type (using cmd>ipconfig)? Does the server know and use whatever IP it is being launched on automatically or would it also need to input it somehow?
You would need to setup your own web api for that so when the server launches it sends a post request to it to tell it the ip of the server, then when clients load their game it does a get request to receive the ip of the server so it can connect to it. otherwise you can use the online subsystem with steam or eos or whatever which tries to take care of that for you
Is there any way to join session through ui? If it's possible then how to do it? Because for making any multiplayer game I need to implement join session through ui.
Hey mate, very informative. I have a question, can you run game ability system on a dedicated server? and how would one go about doing that? If you're familiar with the GAS Companion plugin, would that be an option to have the client side be made with blueprints and limit C++ required for server side? Cheers
@@SneakyKittyGameDev Cheers for the quick response. I'm completely new to the networking / dedicated server space and trying to plan out my plan of attack for a practice project.
I appreciate the tutorial. Is there a way to not have to have the source build of UE sitting on my computer? It's over 200 gigabytes. Is there perhaps a way to move it to a different computer but still be able to do everything from my main one? Thanks.
Hello my friend, I have an important question. How can I create a server with 40 players and when I press the word start, I enter the match and become 20 players against 20 players?
Setup an enum for teams and make it replicated on the player state and when you start have the server simply assign each player a team and go from there.
OMG, I thought I was going crazy, for two days I have had my UE5 server build crash with the official released source, was pulling my hair out trying to figure out why and you had the same problem with pre-release. I hope they fix this soon.
Yep and ontop of that someone else I know had the same problems. It will probably be one of those things sorted by the official 1.1 release since the installer build seems way behind the github repos
I cover that in this playlist here. you have to combine the two. since its a dedicated server, in the game instance Init function you need to wrap in an if defind so it automatically creates the server only on the server build #if UE_SERVER //Create server here #endif ruclips.net/video/kZqMRg0NFPs/видео.html&ab_channel=SneakyKittyGameDev
@@SneakyKittyGameDev well I'll follow along the tutorial on my next day off work and let you know if I run into any issues I have the main branch source build that I cloned through git and compiled 2 days ago
@@SneakyKittyGameDev My dumbass thought it was lag but it was just my computer focusing on one window and the other looked laggy. When I move on one client and immediately change to other it looks smooth for a second before character stops so i think it's okay. Sorry for this dumb question lol.
Hi again man! Are you familiar with the Replay System that unreal has? If so, any chance you could talk about it (specifically instances where clients can record their gameplay while playing on a dedicated server) and then watch the replay back?
@@SneakyKittyGameDev Thanks, sounds good. And yeah, it's a very cool feature that was introduced a while back in UE4. It seems like when you watch the replay back, the replay itself references most of the stuff in that world (i.e objects, etc etc) it's weird. And even though the replay is recorded on the client, it is still somehow related to the server itself (not sure how), really not a lot of info/guides on this out there currently at the moment. And yes, killcams sound nice but pretty complex as I'd imagine. If you figure it out eventually, would be awesome if you could make a video and explain things :)
@@SneakyKittyGameDev Also sorry for spamming you with all these replies, I am just a junior developer and the topics that you are talking about in your videos are extremely relevant to what I am currently doing. Do you work for some company as well at the moment? Since you are so experienced I am assuming you are up there somewhere :D
@@albertkam191 Agreed. If I find the time I'll check it out, depends on how the system is. No problem, I do not, currently I work for myself and with youtube/patron/plugins and the occasional contract work.
@@rabbit-istudios5444 Can you please make a tutorial on that! If it's not possible to record one, please share some references where can I get to know the process
You would have to use whichever hosts api to spool up an instance of it unless you roll your own system. You may be better off hosting/joining via beacons and then find an empty server to connect to
@@ruellerz It is not. I have a video covering the character movement component where we make a simple sprinting mechanic in it properly with prediction and correction.
Hi! Really appreciate your tutorial. it's clear and detailed enough. Was able to replicate it successfully. I have a question though. On that tutorial you're using 127.0.0.1 IP address I guess because you're opening the two clients from the same laptop. What would you need to change if you wanted to have one client running from another laptop through LAN? Therefore on the same network but not on the same laptop directly. Thanks
So on your client laptop you would point to the local IP of your server. So, `open 192.168.x.x` Also helps to set the server to a static IP address so you don't have to check it all the time.
How do you open the project? Once I make a C++ class it converts to visual studio and you cannot go back to the editor anymore (opening the project via UE gives a "module out of date" error). On top of that, building my project takes 5-10 minutes (blank project). Any advice? I don't think programming in Unreal Engine with a 5-10 minute compile time to make a small correction on one line is an efficient way to develop.
Then you have a problem elsewhere. It should not take 5-10 minutes each time you compile, it should take a matter of seconds (unless your recompiling the entire project but even then its short). Make sure you have everything needed for visual studio (in the visual studio installer make sure the needed options are checked). As far as the module out of date error im not sure on but it sounds like that may be related to your compiling issue like one of the modules are failing to compile for whatever reason.
@@SneakyKittyGameDev I figured it out last night from trial and error, thanks for responding! By creating a blueprint project, and then adding a C++ class, it shuts you out of the editor and opens Visual Studio. You have to build the project after this happens. Once you build the project, you can open it in UE again, but until you build it in Visual Studio, it will continuously tell you that the module is out of date or the project is FUBAR. All is working now, and your tutorial is excellent! Thank you.
hi first of all tnx for creating this tuts ,i have a question i want to sub on your patreon but patreon ban my acc bc im from iran can you create some way to sub you with bitcoin or etheriom and expensiver than patreon and accses to your tuts i can not wait to see on youtube i want to be the first guy that see your tuts plz hlp me tnx
Every single time I need to learn something for work, you have uploaded a tutorial on the subject like 3 months before. Absolute gigachad, subbed to your Patreon.
Just woke up and first thing I found was this video, I guess i have no other choice than spend my whole Sunday on building some dedicated servers. 😅😅
Lol thankfully its very easy so youll be free by noon!
always good to see tuts on dedicated servers 🙏
@10:03 it freezes coz you accidentally click the console unless you right click inside the will continue again
This is great. Cheers dude. Ive done mine in UE 5.0.1, so all works great with the new source :)
So making step by step this tutorial it will also work in UE5?
@@tomtomkowski7653 yes no issues at all.
Also to note the same project works by design in 5.0.3 🙂
It works in UE 5.2 too
Thank you so much. Just subbed. I've been waiting for a tutorial what explains it in detail 😁
the -log command is not opening up cmd :( ... using UE 5.2 source
Hi, I am getting "The selected platform/configuration is not valid for this target" In VS when building as a development server. any help or tips will be greatly appriciated, please?
It's so useful! Thank you for making this video.
you are an Unreal King!!! very cool Training
every time i try to open to connect to the server I never see it connect and i never see my second players
My server is starting, but I cant connect to the server, the level is loading but Im not getting any logs on the server
You are a legend mate thank you 🙏
Hello, Thank you for the tutorial everything was very well explained.I know this video is one year old but I was wondering if I want other people to connect to the server I need to open 7777 port right?
If you dont have a form of NAT punchthrough such as by using something like Steam or EOS or your own then yes
@@SneakyKittyGameDevthank you
Thanks a lot for the tutorial. Still works great today using 4.27.2
If someone get an error related to AutomationTool while packaging client, I personnaly had to build 'AutomationTool' from UE source project to fix it.
I'm trying my brother, there is no problem in the editor, but it gives an error when setting up a server
Wait, dont you have to pay for a Dedicated Server?
No, only to have someone host it. You can host it yourself for free. Also why do so many people thumbs up their comments right after posting
@SneakyKittyGameDev oh ok. So can I host only 1 dedicated server or multiple dedicated servers at the same time? Also yeah sry just used to like my own comments for some reason. A bad habit ik 💀
One questtionnn: Why exactly do I need to build unreal engine by myself? I got a totally fine build of UE5 installed, and don't want to on top of the 1 day it took for installing/downloading go through the suffer of building it myself?
If you want to package a dedicated server you need to use the source build.
Hi, I Built a dedicated server for my game. But unfortunately, the game map is loaded by server on Open Level (IP address). But the game mode is not working, and the functionalities attached with the map is also not working. Do you have any idea why?
How do you open your console at 10:32 ?
Tilde
Thanks for the information.. I'm new in Unreal Engine
Does this work on android? And does it work with unreal 5? Keep up the great work!
Hey there, great video, very helpful! You mentioned the separation of classes for client and server can be set. In the c++ class file you defined the type to "Game". How do I tell UE what c++ classes and blueprints or functions get packed into the dedicated server and the client? Is that -all- handled just by setting the TargetType.Server in the c++ classes and by the "run on server" functions in blueprints? Meaning that UE "picks" the elements as they are defined for each or how is that instructed?
I have a video on that, its done in c++. Basically you can wrap your code in if definedes and if the condition is false (such as if dedicated server) it will not compile the code for the client
I can connect from my PC, but other PC cant connect by IP - port. I not have a router and firewall disabled.
you will have to port forward the default 7777 port ue uses or use the steam network
How can I build server for Linux dedicated server (my dev machine is Mac)? I use Rider.
And thanks for this tut!
Hi, i haqve a question: when i put the ip of the server, is the server automatically opening a session or he just connect? I must know if is a sort of auto handling connection or if it active online subsystems, EOS ecc.
If the server is open and you enter in the IP of the server it will attempt to connect by default. For "auto handing" you will want to use the online subsystem
Hello, i am new in unreal engine and i am wondering how do i connect from a different computer to the server, i have tried from the same computer and it works but when i am trying to connect form a different one on the internet i cant do it. Thx allot for the video.
If your not using something like the steam online subsystem you need to port forward 7777 on the hosting machine and connect to its public ip
Thx for the anwer, i will try now to open the ports and see if its working, but by any chance do you have a tutorial for that? thx allot.
@@attilakralik8371 Not on port forwarding but theres plenty of guides. its dependent on the UI of your router on how
Hi, the server machine im working on doesnt have a graphics card it has only server graphics, which isnt rly capable of running Direct X. Can I still somehow build a server on it or will i have to request a dedicated gpu to be added?
A dedicated server is typically headless and shouldnt render anything so it shouldnt need a gpu
@@SneakyKittyGameDev Cool thanks! Another question tho, do i have to repackage the server whenever I make the change to my game?
Question about using a Source build for the server: when I am working on the clients (game), do those also *have* to be made on the source engine build? Or can they be made with the "regular" engine installs? I tried this a couple of years ago and ran into all sorts of issues and difficulties with getting marketplace stuff to install in the source builds, plus there was constant engine rebuilding/repairing needed. Plus plus the source builds are about double the size of the standard installs.
If I recall you need the same build ID (engine) for the clients and server to connect to. With the source build you can force it to have a specific build ID before you compile but I cant recall how to do it off the top of my head. This will allow you to share a repo between you and other people with the source build if you both use source with the same build ID. As far as plugins go, your better off installing the plugins directly into your project. Thats what I always recommend people do as opposed to leaving them in the engine. Once your up and running you shouldnt need to touch the engine again unless you want to modify it or update it.
so if i wanted to send the server project to someone in 1 country, then send the client project to 3 other people in different countries... Is there a method for the server project to automatically set their IP and for the client project to automatically find that IP? I hope the scenario makes sense, what is the best solution? Or even if I made a start widget that set a string variable of the IP then fed it to 'open level'... would the person with the server just need to tell them what to type (using cmd>ipconfig)? Does the server know and use whatever IP it is being launched on automatically or would it also need to input it somehow?
You would need to setup your own web api for that so when the server launches it sends a post request to it to tell it the ip of the server, then when clients load their game it does a get request to receive the ip of the server so it can connect to it. otherwise you can use the online subsystem with steam or eos or whatever which tries to take care of that for you
Is there any way to join session through ui? If it's possible then how to do it? Because for making any multiplayer game I need to implement join session through ui.
Yes. For starters everything is possible, and 2 that would be very easy but you need to learn the basics of UI in unreal and programming
Hey mate, very informative. I have a question, can you run game ability system on a dedicated server? and how would one go about doing that? If you're familiar with the GAS Companion
plugin, would that be an option to have the client side be made with blueprints and limit C++ required for server side? Cheers
You could do all that yes.
@@SneakyKittyGameDev Cheers for the quick response. I'm completely new to the networking / dedicated server space and trying to plan out my plan of attack for a practice project.
Can you create a DS server with the player's computer through steam, and then connect with other players? thank
You can. If thats going to be your only form of hosting I would recommend going the listen server route to save some headache or support both.
I appreciate the tutorial. Is there a way to not have to have the source build of UE sitting on my computer? It's over 200 gigabytes. Is there perhaps a way to move it to a different computer but still be able to do everything from my main one? Thanks.
You can have it on another pc and when your ready to package it out move it over to that machine to do so
Hello my friend, I have an important question. How can I create a server with 40 players and when I press the word start, I enter the match and become 20 players against 20 players?
Setup an enum for teams and make it replicated on the player state and when you start have the server simply assign each player a team and go from there.
@@SneakyKittyGameDev So will this video help me?
OMG, I thought I was going crazy, for two days I have had my UE5 server build crash with the official released source, was pulling my hair out trying to figure out why and you had the same problem with pre-release. I hope they fix this soon.
Yep and ontop of that someone else I know had the same problems. It will probably be one of those things sorted by the official 1.1 release since the installer build seems way behind the github repos
how can we make a dedicated server list on a widget so we can pick and choose a server????
I cover that in this playlist here. you have to combine the two. since its a dedicated server, in the game instance Init function you need to wrap in an if defind so it automatically creates the server only on the server build
#if UE_SERVER
//Create server here
#endif
ruclips.net/video/kZqMRg0NFPs/видео.html&ab_channel=SneakyKittyGameDev
Can I make a game with blueprints and still make it have dedicated servers? Or should I stop my game and remake it on c++?
Yes you can.
Hi! Is it posible to enter the project from a web browser? (instead of the .exe file) so I would just send 1 link to a client. Thanks in advance
maybe you can do that with pixel streaming
Will this work in android build
Have you tried again now UE5 is fully released? I'm not getting any crashes, it actually runs better for me than UE4 and also takes up less space.
Yes, still have issues with the source builds up on github.
@@SneakyKittyGameDev well I'll follow along the tutorial on my next day off work and let you know if I run into any issues I have the main branch source build that I cloned through git and compiled 2 days ago
Hey sneaky, I tried this on a clean ue5 project and my server was extremely laggy. Do you know what might be the issue?
Was this when testing locally or with a friend on a different network?
@@SneakyKittyGameDev Locally, only on my pc and network just like in the video.
@@SneakyKittyGameDev And it wasn't fps drop or anything it was pure lag
@@SneakyKittyGameDev My dumbass thought it was lag but it was just my computer focusing on one window and the other looked laggy. When I move on one client and immediately change to other it looks smooth for a second before character stops so i think it's okay. Sorry for this dumb question lol.
Is it common for the size of the project directory to be like 46gb?
Not for the project unless you have a bunch of content in it
Hi again man! Are you familiar with the Replay System that unreal has? If so, any chance you could talk about it (specifically instances where clients can record their gameplay while playing on a dedicated server) and then watch the replay back?
That I have no looked into yet. If I remember when I wakeup I'll check it out. I'm a bit curious.
Yeah i think you could do like a uhh killcam with this, sounds very cool.
@@SneakyKittyGameDev Thanks, sounds good. And yeah, it's a very cool feature that was introduced a while back in UE4. It seems like when you watch the replay back, the replay itself references most of the stuff in that world (i.e objects, etc etc) it's weird. And even though the replay is recorded on the client, it is still somehow related to the server itself (not sure how), really not a lot of info/guides on this out there currently at the moment. And yes, killcams sound nice but pretty complex as I'd imagine. If you figure it out eventually, would be awesome if you could make a video and explain things :)
@@SneakyKittyGameDev Also sorry for spamming you with all these replies, I am just a junior developer and the topics that you are talking about in your videos are extremely relevant to what I am currently doing.
Do you work for some company as well at the moment? Since you are so experienced I am assuming you are up there somewhere :D
@@albertkam191 Agreed. If I find the time I'll check it out, depends on how the system is. No problem, I do not, currently I work for myself and with youtube/patron/plugins and the occasional contract work.
Is this works with Hamachi as well?
Yes
Is it possible to create and join sessions in a dedicated server?
With AWS you def can.
@@rabbit-istudios5444 Can you please make a tutorial on that! If it's not possible to record one, please share some references where can I get to know the process
You would have to use whichever hosts api to spool up an instance of it unless you roll your own system. You may be better off hosting/joining via beacons and then find an empty server to connect to
@@SneakyKittyGameDev can I use CREATE SESSION & JOIN SESSION nodes that comes with default Unreal Engine Online Subsystem in a dedicated Server?
@@ChakriChanduMediaWorks Yes. Nothing there changes
which microphone you are using
Rode Pod Mic with a GoXLR mini and cloud lifter
I wish I could expedite the packaging so i could test things out faster.
Look at my testing dedicated server video. It hosts a dedicated server without the need for packaging allowing you to rapidly test
@@SneakyKittyGameDev Worked great ty! Is using Multicast RPC for movement a good idea? So laggy :(
@@ruellerz It is not. I have a video covering the character movement component where we make a simple sprinting mechanic in it properly with prediction and correction.
Do I need to Port Forward or not?
Depends on where/how you host. If your using a service that provides NAT punchthrough like Steam or EOS then no.
bro plz help...i dont have this f-ing file called source
you should add a c++ class to your project
Hi! Really appreciate your tutorial. it's clear and detailed enough. Was able to replicate it successfully. I have a question though. On that tutorial you're using 127.0.0.1 IP address I guess because you're opening the two clients from the same laptop.
What would you need to change if you wanted to have one client running from another laptop through LAN? Therefore on the same network but not on the same laptop directly. Thanks
So on your client laptop you would point to the local IP of your server. So, `open 192.168.x.x` Also helps to set the server to a static IP address so you don't have to check it all the time.
3:00 when he actually starts
Nuh uh 3:30
How do you open the project? Once I make a C++ class it converts to visual studio and you cannot go back to the editor anymore (opening the project via UE gives a "module out of date" error). On top of that, building my project takes 5-10 minutes (blank project). Any advice? I don't think programming in Unreal Engine with a 5-10 minute compile time to make a small correction on one line is an efficient way to develop.
Then you have a problem elsewhere. It should not take 5-10 minutes each time you compile, it should take a matter of seconds (unless your recompiling the entire project but even then its short). Make sure you have everything needed for visual studio (in the visual studio installer make sure the needed options are checked). As far as the module out of date error im not sure on but it sounds like that may be related to your compiling issue like one of the modules are failing to compile for whatever reason.
@@SneakyKittyGameDev I figured it out last night from trial and error, thanks for responding!
By creating a blueprint project, and then adding a C++ class, it shuts you out of the editor and opens Visual Studio. You have to build the project after this happens. Once you build the project, you can open it in UE again, but until you build it in Visual Studio, it will continuously tell you that the module is out of date or the project is FUBAR. All is working now, and your tutorial is excellent! Thank you.
Why include 'server' in both project names? It's like an unneccessary level of confusion that could have easily be avoided.
The project name was DediServerTut, Im not sure how that name gets confusing with other things labeled server
if I understood the dedicated server is not a p2p server I would like to do a 12vs12 fps is it possible that the unreal engine service can do it?
hi first of all tnx for creating this tuts
,i have a question i want to sub on your patreon but patreon ban my acc bc im from iran can you create some way to sub you with bitcoin or etheriom and expensiver than patreon and accses to your tuts i can not wait to see on youtube i want to be the first guy that see your tuts plz hlp me tnx
Thats unfortunate. If your patient the videos from this series are released for free. It's a very short series.
Hello do you have any discord to get in contact with you i need help with a online multiplayer issue would really appreciate it
Discord is in the description
Thanks man, do you have an email I can contact you and discuss some business with you?