Default set connection to a static URL

I am using the Shooter Game example as a starting point to get the networking working. For then fill the world with my own environments… I want the server to run on in OSX environment. But most of the clients will be on Windows…

I have a non dynamic URL I want my game(client) to connect to EVERY time. How do I hardwire that to the client game(s) I distribute to my (less techy) friends? Tilde key is abit of a hustle on Norwegian keyboards so I dont want to bother with opening the console and typing in the IP.
It seems console node in Blueprint with "Open isn’t working ( I used this in UE3). Maybe a bat file on windows? But what about MAC? What text would be in this file?

Is there a way to automate the server to start as server by default? Bat file? What about MAC?

Where in C++ is this handled? Can I hardwire the URL into the BaseEngine.ini file?

Please don’t answer with a link to the forum where these questions are touched but not answered comprehensively.

Thank you in advance.

I’m aumming you mean connecting to Unreal engine dedicated server

You could use inis to your URL to or even load from some random text file as engine got APIs for that, and also you could use shell scripts (like bat ;p) EXEs options should be the same for all platfroms… but also you could just hard code it in C++ if you want to me it unchangable for users (ofcorse that won’t stop hackers to change it :p).

As for connecting to Unreal server, it’s called traveling in UE and you can order client to connect to it with this function:

Well you gonna have a menu map, right? then you kit “connect” you make your only PlayerController instance to “travel” in to the server

Thanks for replying.

I am not too confident about the different types of servers (dedicated&not dedicated). I want one of the games to listen for incoming. And this under OSX on an iMAc. And rest of the clients to connect to that particular IP as default behaviour.

Client Traveling sure does look interesting but to be honest I am a little scared of the API and I wouldnt know where to add the URL to. I mean inside of which file does the APlayerController code live?
Forgive my ignorance. Would it be enough to just “add myURL” instead of “URL” in that code and compile? And the client would automatically look for this server when I choose Join>Server from the menu in the Shooter Game Menu?

I will try this tomorrow morning. And report here how that went.

Cheers

Where is the “connect” handled in the Shooter game?
Should I search in the .ini files or is .cpp?

I found something close in ShooterPlayerController_Menu.h file.

Should I add the code from the link with my IP and compile&test?
cheers

Why you limit your head to what shooter can do? Just make your own menu level which connects to server.

Than would be great if I only knew how to do. One in wich you can type directly the IP adress…
Are there blueprints that do that allready that yu could share a link to or a detailed description of the process?
Idealy a working prototype that had the bare bones working so I could add or substract from to have an open world type of environment to explore in a multiplayer fassion…

Actually this is a great idea for the Marketplace. !!!

Make a Networking showcase demo world with emphasis on the multiplayer. No need for weapons or anything other than the barebone multiplayer functionality. Hell even an entire webinar series of video lectures dedicated to the subject.

Back to the task at hand. Yes I would prefer starting from scratch if I could find an empty menu level that connects to an empty level that I could start populating with my own content…

I wonder if could be kind enough and create a ClassBlueprint that I could just import in and use? Or is it more complex then so?