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How do i create the shipping version of my game?

Hello, i'm a little bit confused with the final packaging method of my project. I have a simple c++ multiplayer example that i made and i want to test the shipping version of the dedicated server and the client, how do i do that? I've read a lot of threads here and in the forum, some talk about using the Package Project feature in the Editor, others talk about compiling using the Shipping Client and Shipping Server configuration in Visual Studio, and others talk about using the Unreal Frontend, so i really don't know what to use.

The Shipping Client and Shipping Server creates 2 exe's in the unreal engine binaries folder and when i run them they always give me Failed to load failed to open descriptor ../../../something/something.uproject.

The Package Project creates the package and the exe seems to work fine, but using bat's i wasn't able to create a listen server for the clients to connect.

The Unreal Frontend created some content to the Saved/Cooked folder, but it didn't have any .exe. Can you explain me what they are all for and how do i get everything to run? Thank you

P.S: Does Shipping has both Shipping Client and Shipping Server? I need that to be able to make a listen server right? The same way WindowsNoEditor is the same as WindowsClient + WindowsServer?

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asked Sep 29 '14 at 10:24 PM in Using UE4

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