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[Networking] Mobile-Cross-Platform Multiplayer

Hey guys,

I did a really simple setup for a mobile game with multiplayer support, however I cannot play in the Editor (PIE) and connect to that server using the my phone (I tried with listen server and dedicated server). If I however do the Mobile preview and try to connect via the launched app on my phone (Android), I can join. Is it possible to have a cross-platform game (between iOS and Android) while having a dedicated server running on Windows (or Linux, I don't really care, at least some sort of dedicated server)? (I'm pretty sure it's "possible", but with an non-enormous amount of work to do?)

When trying to connect on a Windows-Server with my Android-Phone, I get this log:

 LogNet: NotifyAcceptingConnection: Server AISMap accept
 LogNet: Open AISMap 11/15/14 17:50:13 192.168.2.126
 LogNet: Added client connection.  Remote address = 192.168.2.126:55172
 LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/UEDPIE_0_AISMap.AISMap: Accepted
 LogNet: Remote platform little endian=1
 LogNet: This platform little endian=1
 LogNet: Login request: /Game/Maps/AISMap userId: Invalid
 LogNet: Client netspeed is 10000
 LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
 LogNet: UChannel::CleanUp: [GameNetDriver] [NoPC] [No Owner]. ChIndex == 0. Closing connection.
 LogNet: UNetConnection::Close: Name: IpConnection_39, Driver: GameNetDriver IpNetDriver_36, PC: NULL, Owner: NULL, Channels: 2, RemoteAddr: 192.168.2.126:55172, Time: 2014.11.15-16.50.13
 LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_39

Thanks in advance!

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asked Nov 15 '14 at 04:52 PM in C++ Programming

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Nanoxin
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avatar image cailei Dec 23 '14 at 09:11 AM

I'm having the same issue.

avatar image Shadowriver Dec 23 '14 at 09:20 AM

UserId Invalid might be the issue, make sure your mobile and PC use same Online Subsystem, also check mobile log, in android you can do that via logcat

http://developer.android.com/tools/debugging/ddms.html

avatar image cailei Dec 23 '14 at 10:45 AM

Thanks for the info, I've got this log:

LogLinker: Can't find file for asset '/Game/Maps/UEDPIE_1_Example_Map' while loading NULL. LogLinker:Warning: Can't find file '/Game/Maps/UEDPIE_1_Example_Map' LogUObjectGlobals:Warning: Failed to load '/Game/Maps/UEDPIE_1_Example_Map': Can't find file '/Game/Maps/UEDPIE_1_Example_Map'

Looks like PIE have mangled the map name (added a prefix 'UEDPIE_1_') so client on my phone failed to load the map.

avatar image SlimAndCute May 29 '17 at 08:12 AM

Hello, I really like to make an android multiplayer game.

I am not sure what online sub system shall I use? Could you throw some light on it?

Appreciated!

avatar image DakuTero May 29 '17 at 08:26 AM

Depends on the game and how many players you got playing at once.

avatar image DakuTero May 29 '17 at 08:33 AM

Most android games use google or Facebook

avatar image DakuTero May 29 '17 at 08:41 AM

You could create your own sub system to that's also Optional

avatar image DakuTero May 30 '17 at 10:57 AM

But I don't think your gonna get the results your expecting especially since the steam subsystem are designed for pc

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2 answers: sort voted first

Did you bake it for the specific device

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answered May 31 '15 at 09:52 PM

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DakuTero
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avatar image SlimAndCute May 29 '17 at 11:09 PM

I am sorry, I know that using steam, you can copy and paste rows of code to the engine.ini and the sub system work. But for android, how to write these code? I cannot find a sample on the ue4 doc.

Thank you,

avatar image DakuTero May 30 '17 at 10:59 AM

I don't think the steam subsystem works with android devices

avatar image DakuTero May 30 '17 at 11:00 AM

You wanna download android developer to get there subsystem

avatar image DakuTero May 30 '17 at 11:13 AM

How much c++ coding do you know

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answered May 30 '17 at 10:55 AM

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DakuTero
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