Cross platform networking in Unreal Engine
I'm currently working on a game in which we would very much like to implement cross platform (PC, console, mobile) multiplayer. When messing around with Unity, I found that Photon Networking was perfect because it was easy to set up and it was cross platform. However, the Photon Networking SDK that is available for Unreal Engine only supports PC and mobile. So, my question is as follows: how can I do cross platform networking in Unreal Engine? I know Unreal has built in networking support, but I am not at all familiar with it. If need be, I'll use that, but I'd prefer something like Photon Networking. Photon has uses their own servers to run games using the Photon Networking, which means users don't need to configure and run their own server for their games. I'd prefer something like that, but if that's not possible, I'm comfortable enough with servers and networking in general that I'd be okay with that. Tutorials, advice from your experiences, and whatever else you have to say about this topic is all very much appreciated. And if it makes much of a difference, the game I'm working on is turnbased.
asked Aug 03 '15 at 08:22 PM in Everything Else
On every platfrom internet works the same, connecting to unreal server works the same regardless on which platform both server and client runs on. Problem is combining online services to make your users connect to servers more seamlessly, not to mention console manufacture will force you to use PSN and Xbox Live. That might be reason why Photon don't support consoles. If not online services and need to use them on consoles, there would be 0 problems.
You will most likely be forced to use them at minimal level, only for identification, because matchmaking services definitly won't work with crossplatfrom, same as many other other user interactions. It's definitly possible as Rocket League does that with UE3 (but i'm not sure how much onlinesubsyetems are diffrent there), thing is they use there own online service to support matchmaking and server connections and use PSN and Steam just to identify users and parties. The bigger problem would be PSN<->Xbox Live interaction which i don't think Sony and MS let you do it.
Youy will definitly need to use C++ for this
answered Aug 03 '15 at 08:40 PM
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