Building and Testing Dedicated Servers in Unreal Engine 5

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  • Опубліковано 17 січ 2022
  • In episode 17 of the UE5 game development series, we'll configure the project to build a dedicated server and standalone client. We'll show how to cook content for each of these configurations, as well as run them both in the debugger and from the command line. We'll then fix a bug that comes about when the client and server tick rates do not match.
    Previous Videos - • Unreal Engine 5 Game D...
    Github Project - github.com/LivelyGeek/Flybot
    Twitter - / livelygeek
    Unreal Dedicated Servers - docs.unrealengine.com/en-US/I...
    Unreal Target Files - docs.unrealengine.com/en-US/P...
    Unreal Build Configuration - docs.unrealengine.com/en-US/P...
    Unreal Content Cooking - docs.unrealengine.com/en-US/S...
    UE5 Server Cooking Fix - github.com/EpicGames/UnrealEn...
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КОМЕНТАРІ • 69

  • @LOL1423derp92
    @LOL1423derp92 2 роки тому +10

    amazing series so far! loving the multiplayer tutorials, you explain everything so clearly. keep up the videos you're doing a great job!

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому +2

      Thanks, I'm glad to hear you're enjoying them!

  • @blauzon23
    @blauzon23 2 роки тому +4

    i love the format of your video ! not too longa nd super informative this is exaclty what i need !

  • @ugurkupeli6779
    @ugurkupeli6779 Рік тому +3

    So many problems solved with this one video. Thank you very much!

  • @toasty2942
    @toasty2942 6 місяців тому +1

    so much clearer than the official documentation! thanks

  • @decisive5760
    @decisive5760 2 роки тому +11

    Thanks for teaching everything free instead of in an expensive course

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому +5

      It's my pleasure! These are fun to make and a good way to learn along the way.

  • @sebastianvelasco3825
    @sebastianvelasco3825 Рік тому

    Amazing info, thanks bro
    💪🏼

  • @user-sf5jz4me4g
    @user-sf5jz4me4g 3 місяці тому

    Amazing tutorial! Thank you for sharing!
    Subbed!!

  • @DanielDaAbadSukarno
    @DanielDaAbadSukarno 2 роки тому

    You are the guy in the right time! I just want to find this topic! Thx you

  • @taigabit
    @taigabit 11 місяців тому

    Great video, it helped me understadnding the matter better now. So the build targets are the sepearation and base. But how does unreal engine know what to pack into what of the game project? Does it automatically pick the server related game logic based on the functions and settings on the functions? Example: Does unreal engine know, that if I set a function in a blueprint or c++ to be "run on server" - that it packs the class into the dedicated folders?

  • @gnome6969
    @gnome6969 Рік тому +1

    wow, this explains so much that wasnt in the tutorial in the documentation :o

  • @rajsans8061
    @rajsans8061 Рік тому +1

    Great video bro...1 question??..where can i upload dedicated server for mac builds

  • @nathanpang1038
    @nathanpang1038 Рік тому

    Hi, thx for sharing.
    I see in cooking settings there are 18 classes excluded for dedicated server, is that by default settings? I'm wondering whether I can add more in the list.

  • @marcooasan1668
    @marcooasan1668 Рік тому +1

    Can you make a tutorial that listing all dedicated servers with join function also using steam/eos thanks

  • @nhannguyen6842
    @nhannguyen6842 7 місяців тому +2

    I'm using unreal 5.2 but I followed your instructions but got the error "Server targets are not currently supported from this engine distribution.". Do you have any way to solve this problem?

  • @sgtbooz
    @sgtbooz 8 місяців тому +2

    3:57 Just a heads up. The Server target cook issue has been merged for 5.1.1.

  • @samohickey
    @samohickey 2 роки тому

    This is absolutely amazing! I found your video because I'm migrating my project from UE4 4.26 to UE5; in fixing up my Visual Studio I was looking at if I should build UE5 from source... My game is multiplayer and works well in 4.26 as is, but going from client - client to dedicated servers would be ultimate! Checking out the documentation, looks like I have to convert everything from blueprints to C++... So, does that mean hence fourth if I do this I would no longer use blueprints at all? Quite the commitment I am pondering for my coding level.. I appreciate any input. Excellent video! Thank you for your knowledge! Liked, Subscribed.

    • @JJC1138
      @JJC1138 Рік тому +1

      No, you can definitely still use your Blueprints with dedicated servers. You do have to build the engine yourself (because the dedicated server binaries aren't included with the engine builds that Epic distributes) but an engine build that you've made yourself still loads and uses your game stuff like Blueprints in the same way.

    • @samohickey
      @samohickey Рік тому +1

      @@JJC1138 Thank you so much! I have been looking all over for an answer to this. I appreciate you. 🤘🏻

    • @laurino.
      @laurino. 7 місяців тому

      Could you make it work?@@samohickey

  • @SurvivalExposed
    @SurvivalExposed Рік тому

    so i do not have a source folder with my project.. The project was created with Blueprints. I tried the convert in place method but didnt notice any changes or game folder in VS?

  • @guesswho2590
    @guesswho2590 Рік тому +3

    Why is this so overcomplicated? Why can't you just package the project from the editor? It's one click and does the same thing.

  • @owaizkhan2776
    @owaizkhan2776 8 місяців тому

    Will this method work for computers at different networks.

  • @tristankubih
    @tristankubih Рік тому

    Is this all possible using blueprints as well?

  • @OriginRow
    @OriginRow 10 місяців тому

    Can we create session on dedicated server method ?

  • @420krow7
    @420krow7 2 роки тому

    Hi nice video! If i want to export my game for playing with a friend i just do a normal pachage from the editor?

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому +1

      Yeah, you can just goto package project, select the platform, and all the files output to the selected directory can be zipped up and copied over to another computer.

  • @KevinelGamerlol
    @KevinelGamerlol 2 місяці тому

    Is it possible to make a version of the server that runs on Linux?

  • @givemerandom8617
    @givemerandom8617 Рік тому

    Thanks 🙏

  • @poky-me
    @poky-me Рік тому

    7:25 Please how did you do that I do not understand

  • @michaelbabcock6997
    @michaelbabcock6997 Рік тому

    Whenever I change the solution configuration to DevelopmenServer or DevelopmentClient I get an error: Current solution contains incorrect configurations. It may cause projects to not work correctly. Open config Manager to fix them. Does anyone have any idea what could cause this?

  • @aadityarajkarki7610
    @aadityarajkarki7610 Рік тому

    I followed this video and it worked perfectly then after some days RDP setup was done in my pc so that maybe cause the server is not working properly it cannot connect to client it shows log up to Bringing up level for play then it does not show engine initialization. Anyone can help?

  • @0xBenR
    @0xBenR 7 місяців тому

    Any chance you can adapt this multiplayer game to Playfab?

  • @wesleygilbert6422
    @wesleygilbert6422 2 роки тому

    Hey Lively Geek, I'm hitting an error that I replicated in 2 projects that I tried the first few minutes of this video in. When I try to build in Visual Studio, the build is successful but when loading the editor/server/client I am getting an error that reads:
    "Game files required to initialize the global shader library are missing from:
    (Content folder location of the project)
    Please make sure the game is installed correctly."
    Not sure if that has to do with it, but I had to change it to that because originally using Win64 it wasn't working, so I am wondering what your configuration manager settings were looking like for this?
    Thanks in advanced for any help!

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому

      Sounds like you need to cook the content for the sever and/or client. Only the editor build can use the raw assets. I show how to cook content later in the video.

  • @kevinmolinari8953
    @kevinmolinari8953 Рік тому

    How many concurrents users can this type of server have in average?

  • @keeevart1424
    @keeevart1424 2 роки тому +1

    Hi ! I past a lot of time to learn about server, and i feel confuse about it. For me there are listen-server that you can create on ue, one client is the server at the same time, is a host, for me its impossible to make my game use it cause i need a big player count and my computer and internet connection wouldnt be enough (ig), then dedicated server that you can create but i dont get one thing is that apparently they kind of are autonomous, like you're a client connecting to it and not more, the server run since it is started . But how does it runs, it need a card and ram and else so I, as the creator of the game, do runs the server that i've created right ?, cause it need an ip adresse, Then nobody's stalking about the performances of it, i create a dedi server with unreal but how well does it work ? It depends on my computer (and the game and clients also etc) right ? I've seen EOS too, steamcore as well (but idk this one) and ok it created me a dediserv but how good it is ? Then i know that we can buy and implement server hosting platforms services as AWS Playfab etc, they seems to be perfect cz they're expensive and im sure here that your computer don't run any server but is just a client , and as shown on your previous video about fornite's server are good, can receive a lot of packet and runs a lot of matchmaking games with 100 players and a big maps with a lot of polygons, animations, etc. I can't go with that since i'm trying to do a "game" (just an island where some friends would connect on it and interact as a metaverse, i say friends but its a part of a esport team community, and try to make some lobbies for them to join, like multiple sessions of 32 player would be good) for free and voila. I cant find the answer of these confusion about the subject but if you can help me with that, waaaaaaaaaaa it would be amazing

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому +2

      Dedicated servers run without any of the graphics rendering, audio, etc since the server doesn't have a local player (or viewport) connected like clients do. It's just a background process that runs without a window and only accepts network players. You don't need much for hardware to run one, just a decently fast CPU to keep up with game logic and collisions/physics. You could build and run dedicated servers on just about anything, but for hosting it probably makes the most sense to build for Linux since you can get Linux VMs fairly cheap. As you mention, once you have one or more servers running somewhere, you also need a way for clients to discover them. You could just have your game menu prompt for an IP/port to connect to, but a better solution is integrating a matchmaking service. Definitely check out all the services EOS provides for managing online based games. It's free and works great. It's also what powers Fortnite so you know it will scale.

    • @keeevart1424
      @keeevart1424 2 роки тому

      @@LivelyGeekGames Alright, thank you a lot ! Thanks for your time and your 10/10 content and service. So if I understand well, I can make a multiplayer game by in a part building a dedicated server, it runs in the background, and is "connected" to each players, like you can play and have a good experience depending on your cpu as a player, like each player are connected by themselves to the server, it's not only min, right ? So in a context where every player have a good hardware, the gamee is not "heavy", not many polygons, interactions or calculs for the gpu and the cpu, how can we judge how well the server will run ? How can i figure if my game, with a certain hardware adviced and connection advaced to the player, will be playable at this amount of players by server/lobby or another one ?

  • @webbeveep2243
    @webbeveep2243 2 роки тому

    Hi sorry to bother you, would it be possible to use blueprints for prototyping ingame but with the engine source built to accomplish something similar for dedicated servers?

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому +1

      Yeah, you can do quite a bit of multiplayer interaction with just Blueprints. At some point you might need some C++ for more advanced logic though. Check this out to get started: docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Actors/ReplicatingActors/

    • @webbeveep2243
      @webbeveep2243 2 роки тому +1

      @@LivelyGeekGames Thanks for the reply and link. :)

  • @ROSALIEIK
    @ROSALIEIK 11 місяців тому

    intermediate project files invalid output?

  • @Havlark
    @Havlark 2 роки тому

    what version of Unreal Engine 5 are you running? I have EU5 EA 2, but whenever i build, whether its in the engine or visual studio, it says that "Server targets are not currently supported from this engine distribution.". Also looks like my UE5 doesn't have the Platforms > Windows > Target Selection options as well. Its so strange because I have the same fix to PlatformInfo.cpp you mentioned and everything.

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому

      Did you build the engine from source on github? This is required to do server builds. This is from the required setup under: docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/HowTo/DedicatedServers/
      I'm using a source build from tag 5.0.0-early-access-2 as I show in this video: ua-cam.com/video/wGq-XK8mffg/v-deo.html

    • @Havlark
      @Havlark 2 роки тому +1

      @@LivelyGeekGames Oooh, I'm currently using the one built from the epic games launcher. I'll download and build the one from Git and try with that and report back! Thank you so much.

    • @Havlark
      @Havlark 2 роки тому +1

      @@LivelyGeekGames Looks like that worked! thanks so much for the info.

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому

      @@Havlark Great to hear!

  • @AMAND4
    @AMAND4 Рік тому

    Can I delete the binaries folder? or will that remove the FlybotServer.exe?

    • @unrealper6284
      @unrealper6284 Рік тому

      u can remove it, same like the intermidate folder. it will be rebuild

  • @__foo__
    @__foo__ Рік тому

    4:01 this bug exist on 4.27.2 ???

  • @biz-man
    @biz-man Місяць тому

    Now I just need to rewrite my entire game in c++

  • @Nin10doLetsPlay
    @Nin10doLetsPlay 4 місяці тому +1

    Wait, dont you have to pay for a Dedicated Server?

    • @ryantylerMachete
      @ryantylerMachete 4 місяці тому +1

      the compiled gameserver he built in the video would then be ran on a dedicated server. "dedicated" meaning it's sole purpose is to run and handle the networking for the game server.exe

    • @Nin10doLetsPlay
      @Nin10doLetsPlay 4 місяці тому +1

      @@ryantylerMachete oh ok, thanks for the clarification 👍

  • @xLawification
    @xLawification Рік тому

    200 go

  • @curiosity9283
    @curiosity9283 2 роки тому +1

    Good, but still too Advance for me

  • @TheFunDimension
    @TheFunDimension 2 роки тому

    I didn’t understand Jack sh-$:-t but sure I want to learn it. Can someone point me to the right direction?

    • @LivelyGeekGames
      @LivelyGeekGames  2 роки тому

      Check out learn.unrealengine.com/ to get started. There are some great beginner tutorials there.

  • @waihanlim6699
    @waihanlim6699 2 роки тому +3

    I have serious problem with this step. I don't understand why it always shows 2 errors:
    1. "Server targets are not currently supported from this engine distribution."
    2. "The command ""C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles\Build.bat" FlybotServer Win64 Development -Project="G:\Flybot-main\Flybot.uproject" -WaitMutex -FromMsBuild" exited with code 6."
    May I know what I'm missing?
    I am using UE 5.0.2 and Visual Studio 2022

    • @waihanlim6699
      @waihanlim6699 2 роки тому +1

      I finally did it!😄

    • @patricksiebarth1718
      @patricksiebarth1718 2 роки тому

      @@waihanlim6699 how? I got the same problem

    • @patricksiebarth1718
      @patricksiebarth1718 2 роки тому

      @@waihanlim6699 would be great if you can share how you solve it

    • @waihanlim6699
      @waihanlim6699 2 роки тому +1

      ​@@patricksiebarth1718 You have to download source code of Unreal Engine Early Access from Github instead from Epic Games Launcher.
      First, you have to join EpicGames organization on GitHub. The instructions are below the link:
      www.unrealengine.com/en-US/ue-on-github
      Second: You may follow this tutorial to install UE Early Access: ua-cam.com/video/wGq-XK8mffg/v-deo.html&ab_channel=LivelyGeek
      Hope it helps. Have fun!

  • @Madpvponline
    @Madpvponline 5 місяців тому

    when i copy you i get this error 2>Done building project "Flybot.vcxproj" -- FAILED. how can i fix it?

  • @saityavuz76
    @saityavuz76 Рік тому +1

    [/Script/OnlineSubsystemUtils.IpNetDriver]
    NetServerMaxTickRate=120
    (for those who just want to copy it 9:58)