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How do I start a Listen Server?

I have been stuck trying to replicate the shooter game's networked features and I believe I'm not setting up the listen server correctly. Is there something in the project I need to use before trying GetWorld()->ServerTravel("url?listen")? I've been poking around the forum and noone seems to be having this issue so I'm sure it's just something I've overlooked.

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asked May 15 '14 at 09:20 PM in C++ Programming

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Check out the shootergame GameSession and GameMode classes, there some specific stuff you need to do there :)

In particular, in GameSession class:

 /** 
      * Creates a game session 
      *
      * @param ControllerId id of the controller that owns this session
      */
     virtual void CreateGameSession(int32 ControllerId);


Rama

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answered May 16 '14 at 10:37 PM

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Rama
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avatar image KillerPenguin May 30 '14 at 03:45 AM

Doesn't work with us, even after having all those delegate in place. We're still seaching for answer here too...

In case you're interested in our endeavor:

https://forums.unrealengine.com/showthread.php?7261-Cannot-create-connect-server-with-c-code

avatar image Rama May 30 '14 at 03:50 AM

are you having trouble only with "real" multiplayer games, or have you not yet been able to even host a game and then join that game on the same computer using 127.0.0.1 ?

Rama

avatar image KillerPenguin Jun 02 '14 at 05:27 AM

We have problem in both aspects:

  1. There's no document on how to always start a game as a listening server without having to use ?listen in the command line. (Which is unusable on final packed shipping clients.) Right now, we have to make the game re-open itself as a ?listen map and it causes #2 of our problem.

  2. Hosting and joining games are very tricky. Users can connect to each other with GameSession, but the clients wouldn't travel with the listen server that wasn't created from ?listen in the command line. (So any game that is a packed shipping built, is un-usable.)

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