Does the packaged 32 bit game support multiplayer?

So I was testing out the multiplayer mode in the editor and on my own 64-bit machine with two clients, and everything worked okay, but I sent a 32-bit version of my game to my friend and he can’t join my server using the same way I was using.

I created a server using the shortcut target command “Example_Map2?listen -game” and then joined with “(ip address) -game” and that worked just fine.

However, after he wasn’t able to join my game I tried to host a game using the 32-bit version and realized that neither of these commands work on the packaged 32-bit game at all.

Is 32-bit multiplayer not supported or is this simply because the 32-bit packaged game doesn’t have a console? Maybe the better question would be what is the C++ code or blueprint I can use to connect to a server instead of these shortcut commands?

Have actually the same problem. I’m not sure how to run everything on a packaged version.
Hope someone will help us out.

I’m having this problem as well. I’ve tried creating shortcut and batch files as well, but nothing works.

When you packaged the game to send, did you use the “Shipping” configuration?

Yes I did.
With the development build I works though.

The Shipping configuration strips out console access. You may be able to work around it by running the game from the command line and adding the IP address you want to connect to (eg “shootergame.exe 127.0.0.1” ← make sure to use the actual IP address you want).

I tried this with a batch file, but the problem seems to be it doesn’t read the arguments at all.

Then it’s likely that command line flags also get stripped out of the Shipping version.

Ah I was afraid of something like that. Do you have any suggestions on how create a multiplayer setup. I know the shootergame example is a place to start, though some extra documentation on this would help, since this part is all in code.

Thanks for the answers so far in any case :slight_smile:

Setting that up in-game is beyond me; a programmer would need to answer that. In the meantime, if you need to test networking with console, Development should get you going.

I just wanted to log in to say thanks. That completely worked. Not sure why command line parameters would be disabled just because it’s a shipping version, but hey as long as it’s only that I’m glad it’s working for me now.
Edit: You wouldn’t happen to know which port to forward for WAN networking? example IP: 110.30.30.30:1401

If i am not mistaken, it’s 7777.

You guys should probably re-read the question, because I’ve already mentioned all of that. A 32-bit exe is not created with a development build, only a shipping build creates a 32-bit exe.

32-bit users STILL would not be able to play, even if compiled as a development build. As mentioned before, probably the only way for them to join in the game would be if it was coded directly in C++.

My question was not how to host a server as a 64-bit user, but how to have 32-bit users, who can NEVER have console access through any means, host and join servers as well. Hope that clarifies the question.

Your issue is not being caused by being 32-bit instead of 64-bit; it is fallout of packaging in Shipping mode. You will need to make an in-game UI for connecting to a server in the Shipping game.

If you look at our ShooterGame sample, you will find that it provides a server browser for joining servers on the same network…

Yeah, I was hoping there was some way of making a development build for 32-bit to avoid going through the trouble of creating the UI.

I’ll take a look at the ShooterGame sample. Thank you.

Also I apologize for getting frustrated. Your help is greatly appreciated!

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

Thanks!