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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
 LogNet: Added client connection.  Remote address =
 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:, Time: 2014.11.15-16.50.13
 LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: ControlChannel_39

Thanks in advance!

Product Version: Not Selected
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asked Nov 15 '14 at 04:52 PM in C++ Programming

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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


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?


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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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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