How can I set up multiplayer account management?
So I am currently in the process of porting my game over from Unity to UE4 and have a few questions. I am making a multiplayer game and the replication system seems ideal for that and that is all ok. What I am wanting to know is what is the best way to deal with user accounts etc. I am making a futuristic sports game which requires users to level up etc. I have a lot of the server side implemented already which is designed in such a way I could easily move it over to another framework (currently using Photon). I have seen these online system interfaces and wanted to know what they were all about. Would these be useful. Would be good to get peoples thoughts on what was the best approach.
Apologies for the delayed response. The online subsystems in UE4 are a set of cross-platform interfaces to interact with the online services provided by various platforms - for example, if you are a Steam developer with access to the SDK, you can use the online subsystem to login to Steam, perform matchmaking, award achievements, and so on.
The online subsystems do expose per-user cloud storage, which is supported on Steam. Take a look at IOnlineUserCloud in OnlineUserCloudInterface.h, but keep in mind this is generally used to store data such as save game files in the cloud.
Setting up a custom server outside of the provided online subsystems to handle user accounts is unfortunately a bit beyond the scope of UE4 right now. You will probably need to set up your own server for this and add code to your game client to communicate with this server. Since you're already using Photon it may be possible to write a UE4 plugin that acts as a Photon client, communicating directly with the Photon server - the Photon developers may be able to help out here.
answered May 02 '14 at 03:38 PM
Ryan Gerleve STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here