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UE4 dedicated server

I heard that the built-in dedicated server of UE4 isn't really capable of running an MMO.

So my question ... is there a way to improve the server? or build my own?

It's not the first time I would write a server, but I have no clue how to answer UE4s RPC calls, also due to the fact that I don't use C++ (just blueprints).

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asked Nov 03 '14 at 02:51 PM in Everything Else

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2 answers: sort voted first

You will need to write your own server for an MMO. Also if you write your own server you will need some sort of programming language. There is already plenty of questions like yours in the forums and ue4 answerHub.

Good luck.

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answered Nov 03 '14 at 04:26 PM

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avatar image Skullwing Nov 03 '14 at 09:47 PM

Normally I program everything in Delphi. Could you link me please to one of those threads? I tried to find something that tells me how to answer a RPC call, but couldn't find anything...

avatar image Chrys Nov 03 '14 at 10:42 PM
avatar image Skullwing Nov 03 '14 at 11:30 PM

All threads are for C++ and a lot of those within the engine. I still couldn't find anything to the topic: If I have a variable, it's replicated. What has the server to do, in what format will the call come?

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Hey there,

as Chrys already told you, you would need to program your own server for this.

For an MMO, you need a server that can handle multiple instances of the game and also managing a database to store all the characters etc.

There are plenty of threads in the forum about MMOs:


And also about servers:


I hope this helps you getting started on the topic. (:

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answered Nov 03 '14 at 10:47 PM

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avatar image Skullwing Nov 03 '14 at 11:26 PM

I can't open your links it says: "Sorry - no matches. Please try some different terms."

My problem is, I lack in understanding how to answer the servers RPC call or how to receive the call...

avatar image Chrys Nov 04 '14 at 12:10 AM

i think this explains it probably best official documentation

in short , if you use the UE4 networking all you need to do is tag your variables with the appropriate property and unreal will take care of replication for you. There is also a nice simple example in the documentation about replicating a characters health. That should give you all the clues on how to use it in C++ or blueprint. Hope that helps.

Based on your questions I would heavily suggest you try to do a simpler MP project first to understand the basics.

avatar image Skullwing Nov 04 '14 at 10:32 PM

Thanks for the answer, I already know that site and read it through, but unfortunately it doesn't help me a lot. I guess I will have to try a lot until I find a way this will work.

avatar image Skullwing Nov 08 '14 at 09:22 AM

I have looked through most of the sites now and maybe I am now able to explain the problem a little bit better:

The documentation tells you how an RPC call has to look like and the function, but nobody tells you what the server itself has to do. It is far not that easy to even send or receive a RPCall.

My first attempt was to set up an UDP Server; well it worked, it received data and so on, but nobody knows what to do with that data. Then I thought about it that not every RPCall is done by UDP because in some cases you have to know if the package arrived, in this case you need TCP.

The next thought was that the server shall be written in connection with the engine code, but I gave up on this suspicion, due to that I had no clue what to do.

And now I worked out a concept that will work with the built-in server, but I still want to find a solution to this.

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