Custom dedicated server
Hello, the dedicated server delivered with the UE isn't made for scalability and only for 64 players per server. That's why I consider building an own server (with multiple instances, proxies servers etc) for making the server scale for a massive number of players, in fact for an MMORPG.
Since it is enough work to do the server part I wondered if there is a documentation on the protocol Unreal uses for its Client/Server model. That way I could build the protocol on top of my custom server the way the clients directly understands its actions (such as position sync, remote triggers etc.).
Is there a way to do that? I wouldn't want to do reverse engineering on the protocol with Wireshark or do a long research on the source code.
Is this a good idea to do such or should I build an own protocol and implement it client-side as well? And if so, is there a cross-platform library for networking included in UE4 already or do I have to use native ones of the OS.
Thanks for your time and answers
asked Sep 14 '15 at 04:58 PM in C++ Programming
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