Blueprints network multiplayer?

Hey,
I was wondering what is the status of network multiplayer through blueprints, are there any updates coming in anytime soon?

Also, are there any ue4 tools for ps4 development?

There is full MP network support for blueprints.
There is also a very detailed set of video tutorials and a demo level about how to do it, unfortunately I am not on my PC where I have the engine installed, so I cant grab the link at the moment to post it here, but it can be found rather prominentely on the engine launcher, in the “Learn” section IIRC.

Also, af far as I know, UE4 has PS4 and XBone support since a few versions, but you need to be a registerd developer with either Sony or MS to be able to get access to it.

Hm, i have the feeling that the Multiplayer which can be achieved with Blueprints is far from “complete”. We can run some Replicated functions but if we want to have server advertising, server list, etc we need to use c++, don’t we? :smiley:

Thanks Hellcat,
So, i am currently one, hence I am asking. Is there a page for this?
And regarding multiplayer, thanks-- I will look for them but yeah, I was rather hinting at more complex stuff like mentioned. Was playing with multiplayer earlier on (4.2) but kept running into lots of issues with replication (much more specifically with listen server playing along with clients), not to mention no server list.

Do you guys have a multiplayer project demo (server join, host) planned anytime soon? The multiplayer videos you guys released earlier this year were fantastic but misses some things for us newbs in the field. :wink:

Ps, thanks for all the magical work you guys are up to.

The ShooterGame Project is a complete c++ Multiplayer Project with Server Advertising and Lists etc. Also with OnlineSubsystem like Steam etc.

But it’s not like a tutorial. It’s more like a showcase of what you can do :smiley:

Hi ronaldk,

This is a project that we are aware is lacking and we are looking at possible options. Unfortunately, I do not have a timeframe of if or when this will be made available. Keep an eye out for future releases!

As of 4.6 you can achieve LAN and over the internet networking in blueprints.

Watch this twitch live stream of the online session implementation in blueprints.
https://www…com/watch?v=4LV7KKtzKs8&index=10&list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB&t=10m25s

So 2 things that helped me accomplish MP over the web. I used a 3rd party plugin for REST Api’s called VaRest. I built out a simple node.js server to retrieve json objects posted over the internet. The beauty of using node.js here is I can easily manage an object of servers. And I can easily purge those servers after X amount of time. I hosted this app on my web server. But you could even host it on your own computer and use a dynamic dns service that the clients connect too.

When the host creates a new game via the menu, it will create the multiplayer session using the methods in the twitch stream. I use VaRest to POST to my API, things like host name, game name, map. The server grabs the clients IP address and appends that to the object. Next, the Join Game screen is simply a browser list. I use VaRest again here and created another API endpoint for grabbing the list of servers. When the user has selected the server they want to join. I run a simple console command “open [ip address]” and the game connects. You must open and forward port 7777 tcp/udp on the hosts router/machine. This is my temporary solution until I can implement steamworks SDK.