What are the steps required for setting up matchmaking with dedicated servers?
By that I mean the barebones that will be required for any real production multiplayer game: a system that automatically creates sessions and dedicated servers and then matches and connects players together based on custom logic specified by the developer.
Imagine the simplest game possible: each player can only move, and they can see the other players move. The movement part is very simple, but I don’t see any examples at all of achieving the multiplayer aspect in the manner of dedicated servers with matchmaking, which would be required for a production game.
For example this documentation: Online Subsystem Session Interface in Unreal Engine | Unreal Engine 5.2 Documentation
only gives a high level overview and doesn’t explain how to get matchmaking working with dedicated servers.
Similarly, all the code examples like Engine Feature Examples for Unreal Engine | Unreal Engine 5.2 Documentation that I’ve seen used the player-hosted server model, which hasn’t been the norm in the industry for decades. You can see that all the recent games like Paragon or Fortnite by Epic Games, or any other modern multiplayer game for that manner, uses dedicated non-player-hosted servers with matchmaking, because of the obvious stability issues wit player-hosted servers.
Are there no resources for a realistic multiplayer set-up?