Problems with ue4

Is possibile with ue4 create a online system where all players in the world can connect (like gta5 online system)?
Is possibile use blueprints?
I want implement this in my game.
If do you have a tutorial for me please post.
Sorry for my bad english.
thanks

Comments

  • Yes it is.

    Basically UE4 uses a universal online sub-system, by default it automatically support LAN games and you can connect to WAN games by using an IP Address. For your scenario, you have a few choices here.

    1). You can extend the Online Subsystem and add your own functionality, this would require you to understand C++ and this would give you exactly what you need.

    2). You can use the pre-existing support for a subsystem like Steam and leverage that for your game, this would require you to use Steam however and I am not sure if that is what you are interested in.

    3). You can create a hybrid system using web-services or socket servers and then use the standard networking calls to make your game clients connect and communicate with each other.


    All of these systems will have touch points in Blueprints and will be able to do what you want, there are also some plugins and tutorials on the Unreal Engine Forums and Wiki pages that may also assist you.
  • Yes i want put my game in steam then i need use a steam online system?
  • Yes ... you would need to use the Steam Online Subsystem ... getting your game Steam Enabled is actually quite easy.

    Once again you have quite a few options here.

    1). Use the Steam Setup Utility created by a community member -- https://forums.unrealengine.com/showthread.php?67565-Steam-Setup-Utility

    2). Follow Epic's documentation on how to do it -- https://wiki.unrealengine.com/Steam,_Using_the_Steam_SDK_During_Development

    3). Follow another community members blog on how to do it -- http://allarsblog.com/2016/02/26/BasicSteamIntegration/

    For preliminary testing of our games, I used the 3rd step and had Steam Overlay support in a matter of minutes. Took another hour or two to add the Blueprint calls for finding servers and stuff but after that I had a fully supported Steam game.

    The primary trick here is to make sure your game is Network Enabled (using Replication) from the beginning ... or you are just going to end having to change a lot of your code later on.
  • For code you are meaning blueprints?
  • For code you are meaning blueprints?
    Yes
  • ok Then now my problem is:
    i dont understand how the server comunicate with the client and viceversa.
  • I recommend you watch these tutorials first then ... https://www.unrealengine.com/blog/blueprint-networking-tutorials

    Once you have done that, then I reccomend you take the FPS Template and make it network enabled, do the same for the Third Person template and Vehicle template ... by the time you have done all that, you will understand networking in Unreal Engine and you should be good to go.
  • But these tutorials are using only lan system right?
  • But these tutorials are using only lan system right?
    You will need to learn the basics first ... the only difference between the LAN and the Online Subsystems is how you find sessions ... everything else is exactly the same regardless of LAN or Online.

  • ok thanks!
    I start lear the lan system, when i finish and i have understand the lan system where i find a tutorial for a online system?
  • I start lear the lan system, when i finish and i have understand the lan system where i find a tutorial for a online system?
    The Unreal Engine Forums and Wiki pages.
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