Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

AnswerHub Maintenance

Background maintenance is scheduled to occur between 9 - 11am EDT on Tuesday, May 21. Site operation may be slower than normal during this time and a brief interruption in operation may be observed

How can I get clients or servers to connect to multiple servers at once?

Is it possible for clients and/or servers to connect to multiple servers at once using blueprints?

What I want to achieve is a structure whereby players perform actions on their server, but then the server itself connects to a master server such that as players do things on their server, it moves things around on the master server..

Product Version: Not Selected
more ▼

asked May 12 '14 at 02:16 PM in Blueprint Scripting

avatar image

36 2 3 5

avatar image Shadowriver May 12 '14 at 02:58 PM

Do i understand right? So ever connects to master and forwards the master server data to players?

avatar image Dalrond May 12 '14 at 04:05 PM

Imagine this scenario:

  • Players on server A are playing a ball game. They need to get energy balls into buckets. They are on a normal multiplayer level.

  • There are 5 other servers also with players playing this same ball game.

  • This is where it gets tricky. There is another server which has a slot car track. Each ball game server is represented by a car on the track.

  • As players get energy balls into buckets, their team's car gets that energy and moves around the track.

  • Each ball game server also joins as a client to the race track server and moves its car around the track as its players score. It needs to keep track of 2 different scenes.

  • Players in the ball game should be able to see the race track on a screen in the level. (i.e. a camera in the race track scene is rendered to a texture on the wall of the ball game scene).

Whilst this simple scenario could probably handled by a single server, what I have in mind is bigger / more complex than this - I just want some help to get this kind of structure:

30 clients --> 1 "map A" server, 30 servers --> 1 "map B" server, = 900 players in 1 game world

avatar image Dalrond May 19 '14 at 07:35 AM

No-one have any ideas?

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

I think the unreal engine is set up as a single Slave-Master structure. What you want is a Client-MasterClient-Master structure from what I understand from you. Maybe you can do something with C++, but definitely not with blueprints!

more ▼

answered Jun 07 '14 at 12:17 AM

avatar image

1 1 1

(comments are locked)
10|2000 characters needed characters left

I am not sure but for the smaller example it might work. The MasterServer is your Persistent Level. A limited number of ball game arenas could be managed via sublevels. This way you dont need multiple Servers, just the one. I don't know how high you can scale this.

Another solution is to build your own layer of networking. It is not that complicated to send and receive(listen for) TCP Messages, but that would be C++ only. Your master server would listen for TCP messages all the time and would send the gamestate to all ClientServers if some new information comes in. The ClientServers would update and render the car track scene accordingly. The messages are text only, so you would have to parse the information. That sockets would be open for hacking the servers and hand false information in the master server, so you want to encode and decode the messages with a secret key. Not trivial, but not over the top complicated.

more ▼

answered Apr 06 '17 at 03:27 PM

avatar image

73 7 8 11

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question