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How to create a server-client connection on the Blueprint for the network games MMORPG for android devices?

Hello. My name is Serg. How to create a server-client connection on the Blueprint for the network games MMORPG for android devices?

Product Version: UE 4.19
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asked Jun 08 '18 at 02:54 PM in Blueprint Scripting

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avatar image mightyenigma Jun 08 '18 at 03:04 PM

that depends. Are you using the android as the server or client? is the server a dedicated or listen server? I dont recommend using a mobile device to be the server of an MMORPG

avatar image sergukmusienko Jun 12 '18 at 04:51 PM

How can I create a server-client connection on the Blueprint with sever a dedicated? (Example)?

avatar image mightyenigma Jun 12 '18 at 05:36 PM

I cannot give an example as I am at work and away from my Unreal.

The dedicated server (on a pc) would Create Session(s).

The client Android(s) would Find Session(s) and Join them. Have you looked at the video Tutorial Epic made about creating a multiplayer networking lobby in blueprint? There's a lot of UMG in there and not as much networking but you use the same Session nodes in blueprint whether you are making a lobby and menus or not.

How the Find Session node can work depends on which Online Subsystem you're using (Steam, NULL, etc.) and whether you're doing it over LAN or Steam or specialized game server like GameSparks.

You'll need to decide all these things.

avatar image sergukmusienko Jun 19 '18 at 03:41 PM

Thanks for your reply. Can I ask a few more questions about this?

avatar image sergukmusienko Jun 19 '18 at 03:49 PM
  1. What does the online subsystem NULL mean?

  2. Do I understand correctly? If I form a dedicated server from my project, should I install it on one of the subsystems, or on any PC?

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2 answers: sort voted first

Online Subsystem is a way for Unreal to make a connection to another copy of the game that is running, on a network.

The Steam online subsystem is very popular because it facilitates users to make a listen server connection to other users over the internet, so the developer doesn't have to create or maintain a dedicated server or purchase hosting.

For a dedicated server for an MMORPG though, you may have to come up with something of your own.

The NULL online subsystem basically means that you are not trying to use an online subsystem, you are just going to try to connect using LAN or a specific IP address. This might work for your dedicated MMORPG server idea. But remember the dedicated server has to be hosted somewhere that allows incoming connections on the Unreal port(s). It is tricky to set up a dedicated server in your home and have the whole world connect to it (that doesn't work very well and is usually blocked by your router or ISP - there are ways around it but it's a pain.)

So do you want to host the dedicated server someplace like GameSparks? Or maybe Steam has a dedicated server option, I don't know.

Anyway, if you want to make a dedicated server for your game then you will have to build a separate version of the game just for being the dedicated server, and it has to be built from Git source code version of Unreal engine, not the epic launcher version, and there's many steps to setting it up. You will need a tutorial on how to do it, but there are several on the web. I have never done it myself but I have read a few of those.

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answered Jun 19 '18 at 04:35 PM

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avatar image sergukmusienko Jun 19 '18 at 08:25 PM

Thank you. That is, for online subsystems like Steam or GameSparks, it is not necessary to form a dedicated server. I have to have a ready multiplayer project, and the online subsystems do everything themselves? I'm right?

avatar image mightyenigma Jun 19 '18 at 10:02 PM

GameSparks it probably IS necessary to form a dedicated server, but I haven't tried so I don't know. Steam OSS (online subsystem) has a special ability to form Peer to Peer connections so you can get by without a dedicated server. You can also do without a dedicated server over LAN (which you would use the NULL for online subsystem).

I don't know what you mean by "do everything themselves". A server only does what you tell it to. An online subsystem is not a server, it is a service that helps people connect to each other's servers.

An online subsystem is how you can Create a Session, Find Sessions within the online subsystem, and join one of those sessions you found.

For an MMORPG this is similar to logging into a Realm in World of Warcraft.

avatar image sergukmusienko Jun 20 '18 at 10:45 AM

as I understand, steam does not have the ability to work with the android system. 1.Can you tell me about any subsystems that support systems: Android, Windows and iOS? or please tell me where it can be found. 2. In the video tutorial on the multiplayer system in the unreal engine, I saw a section called Lobby. What is the Lobby? How to understand this?

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The lobby is just a Level you create where people who found your Created Session go as soon as they connect. So you simply Create Session and then Open Level "Lobby" or whatever you named your lobby level. Now the server game world is on the lobby level so those who Join you Session enter the lobby too.

if Android cannot do steam then you probably will use NULL for online subsystem, and people who want to Join your Session will have to use the blueprint node of execute console command: 123.456.7890 where those numbers are instead the IP address of your dedicated server.

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answered Jun 20 '18 at 01:07 PM

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avatar image sergukmusienko Jun 21 '18 at 10:04 AM

In the library in the Unreal Engine, I found the sdk for GameSparks but the version is not supported (I use ue4.19.2). Who should I contact to get the right version? Or what should I do?

avatar image mightyenigma Jun 21 '18 at 03:20 PM

No idea. I haven't done anything with dedicated servers yet or Gamesparks.

avatar image sergukmusienko Jun 22 '18 at 08:43 AM

Thanks for all the answers, I connected gamesparks to my project, and got the first small result.

avatar image mightyenigma Jun 22 '18 at 03:12 PM

Oh cool! Are you able to connect on Android?

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