Multiplayer stats track

Normal varables. Any stats that dies with pawn (heath, ammo etc) should be in pawn, any persistent data that don’t dies with pawn should be in APlayerController, APlayerController don’t replicate, APlayerController is replicated only in client that belings to and server, so all public data avable to everyone should be placed in to APlayerState. Ofcorse setup replication in the way that clients can’t modify effect them, server is only trustworthy place

You know what variable is?

Yes you make varables for each stats you want in classes(you know what is class is? GameMode PlayerController etc.) i mentioned in cases i said and then make code (blueprint or C++) that controls those stats.

For security you whole code should be as much server side as possbile, read about replication if you don’t know what i mean

Oh you should say so in begining about sending it to HTTP server ;p How servers are gonna be orginized in your game and that stat are whole game (regardless of game server) persistent?

By my lurking it seems you simply use leaderboard system to have up stats to player, this is actully avable in blueprints too

What you got right now? do you atleast know how to set up SteamOnlineSubsystem?

I have seen some tutorials on Youtube.

Ok thanks, so that is supposed to send to HTML ?

What I mean is, can I see if my players cheat or not with this ?

Hey, I am looking for how to make a system to track my game players stats(variables, like rank, money…). I don’t know how to do it for each player. If it’s possible in C++ just tell me how, please.
Thanks for your answers. :slight_smile:

I don’t understand, can you please explain it in a simple way.

Yes, integer, bool, vector…

I know what you mean, but it’s not what I want. I want to track player stats, in a secret website or something like that. If I follow what you want to say, I can Print to log for every variable and send it to server. I want to track players to prevent cheating and ban them.

I want my game with Steam OnlineSubSystem and their servers, so do you know how?

Ok, but how ?

Sorry for late responce, There node Read/Write Leaderboard nodes and there oyu can save stats, aleast i think because i don’t see any other method in apis and code

It would be the best if you do this on server side for security, since on client side everything can be easily hacked via memoery modification

SteamOnlineSubsystem will deal with. If you mean “Server-side” i mean game server. hmmm but it still some security issue if server is run by user, you need some way to validate the data