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[Closed] Unreal Engine 4 Network Ports

Right now I am currently working on a multiplayer project, my team and I have pretty much ported over the entirety of the game-play code-base and wanted to test real, online multiplayer however there's one thing which has been holding us back from starting a match.

I couldn't seem to find the ports that unreal engine 4 uses for multiplayer Networking, if anyone knows or if a member of engine support could let me know it would be much appreciated.

Also, if there is any networking documentation for unreal engine 4 out there I be greatly interested in some links or likewise.

Best Regards, Luke Anderton | VIrtus Studios

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asked Mar 11 '14 at 05:18 AM in Everything Else

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ue4-archive ♦♦ STAFF
50k 3669 1999 9123

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 05:18 AM

I just wanted to quickly clarify, all of our code is replicated and ready for multiplayer. We primarily need to figure out what the ports are and if there is a different method of multiplayer server hosting from unreal development kit.

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The question has been closed Oct 03 '14 at 03:14 PM by Jonathan Dorman for the following reason:

Beta question

2 answers: sort voted first


This is a question from the beta version of the engine. We are marking this answered for tracking purposes. If you are experiencing an issue similar to this please post a new question.

Thank you.

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answered Oct 03 '14 at 03:14 PM

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Hi there!

Port = 7777

When I start a multiplayer game using open IP (make sure steam is disabled in your config file, for now)

this is what I see

the steam error is a good thing

currently steam wont allow open IP to work correctly.

and steam itself simply will not work (soon to be fixed)

notice the listening on port part :)

alt text

Code to Start Multiplayer

I wrote a whole tutorial on getting multiplayer working, it still applies in beta5 http://forums.epicgames.com/threads/974712-Tutorials-Guide-Create-Multiplayer-Games-for-UE4

You can't just open map?Listen

you have to follow the shootergame code,

the most important part is this part:

 bool AShooterGameSession::HostSession(int32 ControllerId, FName SessionName, const FString & GameType, bool bIsLAN, bool bIsPresence, int32 MaxNumPlayers)
   //check out this code from shootergame example

you should call this using shootergame's method, from gameinfo/gamemode:

 // From Shootergame_menu.cpp
 /** Starts the game */
 bool AVictoryGameGameInfo::HostGame(APlayerController * PCOwner, const FString & GameType, const FString & InTravelURL)
     bool bResult = false;
     check(PCOwner != NULL);
     if (PCOwner)
         AVictoryGameSession* Session = Cast(GameSession);
         if (Session)
             ULocalPlayer * LP = Cast(PCOwner->Player);
             if (LP != NULL)
                 TravelURL = InTravelURL;
                 //Session->OnCreatePresenceSessionComplete().AddUObject(this, &AVictoryGameGameInfo::OnCreatePresenceSessionComplete);
                 if (Session->HostSession(LP->ControllerId, GameSessionName, GameType, false, true, 4))
                     // @todo Show loading movie
                     bResult = true;
     return bResult;

It all Does Work

In case you need encouragement that real multiplayer is actually working in UE4 with custom projects, in beta5, using the method I am describing:

My video of real multiplayer in beta5




ue4networkport.jpg (91.3 kB)
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answered Mar 11 '14 at 05:18 AM

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50k 3669 1999 9123

avatar image jppm Apr 15 '14 at 11:27 AM

I can't access the forum thread ("no permission"), although I created an account in the forum. Any idea why?

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