Do I have to make two projects for client/server?
I am making a small scale 2d mmo for android (Maybe 100 players, and if it grows i'll upgrade servers.) I've made a dedicated server and want to house the entire game on the server and have the clients only do input actions that call to the server to prevent people from having access to the game code. How would I go about developing this?
Do I make two separate projects? One for the client and one for the server? Do I use RPC functions to communicate between the two? There doesn't seem to be much documentation explaining this.
asked Apr 05 '16 at 08:23 PM in Everything Else
All you need to do is have one project and use RPC to talk from server to client and client to server. If you'd like to know about Unreal engine replication you can view this playlist from Unreal Engine https://www.youtube.com/playlist?list=PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc
Hope it helped you a bit :)
answered Apr 05 '16 at 08:29 PM
U have Gamemode class which only runs for server/hosting client. There u want to implement servergode/gamelogic. Then u have RPC/Replication/networkmodes (owner/proxie) etc which u can use in most classes. Finally u can compile ur project in different modes. aka debug client/shipping server etc. when selecting server it will compiile an exe which wont use any graphic/sound etc stuff and can act as dedicated server(u need to download sourcecode of ue4 for it)
answered Jun 17 '18 at 04:56 PM
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