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Client Make fake separate Listen server (instead of running dedicated servers)

I have a multiplayer game that i am launching with no funds and no team. The game works well and is playing nicely, it’s getting close to an early access launch.

It currently relies on a player hosting the game as the listen server. The trouble is that most people into this genre of game (FPS) like to play at high FPS, such as 120, 144 and above. If the listen server is running above 120, it seems that the server is ticking too fast for the network to handle smoothly, especially if that players upload is limited and there are a few players connected.

I’m wondering if there is a doable workaround, whereas a client starts a game, and instead of playing as the listen server, launches a separate listen server (as a spectator), and then connects to that as a player. I understand that as I’m using steam (primarily for NAT traversal) , there may be issues around that.

I’m really new fo ue4, programming and game dev, coming at this from a designer background. Do not hesitate to go into specifics :)

Product Version: UE 4.21
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asked Apr 26 '19 at 02:42 AM in Packaging & Deployment

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