Networking Overview. Client-Server Model. Multiplayer Programming Quick Start.
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Starting a Server
An overview of the role of the server in multiplayer.
NOTE - Apologies for the video quality of the tutorials. They were recorded in p and decent quality but for some reason after uploading to you tube they became horribly blurred. I will redo them ASAP. Note: to see the content of the link above you need first to create a git hub account and associate it to your epic games account, then accept the invite of epic games on GitHub.
1. Required Setup
Actor Replication. Property Replication. Gameplay Framework. UE4 multiplayer is based around the client-server model. This means that there will be a single server that will be authoritative over game state, while connected clients will maintain a close approximation. The server is an important part of UE4 multiplayer. It makes all of the important decisions, contains all of the authoritative state, handles client connections, travelling to new maps and handles the overall gameplay flow of starting a match, ending it, etc.
In order to build dedicated servers for Windows, you need a source build of Unreal Engine. Check out Building Unreal Engine from Source. It's also not possible to build an engine from scratch with the blueprint-only project. This is supposed to be an updated version of the Legacy equivalent, and the plan is to split it into three pages.