Dedicated server session creation and identification

Hi, I am currently implementing my game for multiplayer and I am kind of confused as dedicated servers are kind of a big fold for me. I have a lobby server (a external socket server ran by me) that is connected to my clients and that should be able to a (A:) create a session on my dedicated server and (B:) then tell specific clients to join that created session.

Any help is highly apprechiated!

So do you have any server that lists session? since it sounds that have one

I have a software that hosts lobbies and could store session information after some research I found the functions neccesarry to create join and update a session and I got very curious about NAT-Punchtrough.

Do you think NAT-Punchtrough is possible in ue4? From what i have read I would need to fetch all public ip’s and then make a connection request from all ip’s to all ip’s and then when holes are punched again connect from all ip’s because the holes are punch.

P2P is still in roadmap so for now normal host-client is only way

Then make server register it self in session server and client get list of servers and connect to them :slight_smile:

You might consider implementing your own OnlineSubsystem, recently i anwsered quastion about it: