Image 1: System demo: Go to booth 12 (bring some water, it’s a bit of a long walk, or use the teleport buttons on the left panel!)
1. STARTUP SCREEN
User is presented with a Player Selection screen where the User can select different Avatars and add a Name Tag which is visible above the Player in the multiplayer environment.
Image 2: Startup screen: Player Selection screen
2. MULTIPLAYER ENVIRONMENT
Image 3: Multiplayer environment: VoIP Panel
Repeat the same process (of going to booth 12 and stepping on the yellow cylinder) from a second device or browser tab and you will see another avatar in the same space.
Image 4: Multiplayer environment: 2nd device
Now that you have seen the demo, you can also use Eagle’s Multiplayer Template as a starting point to add Multiplayer into your project using a Dedicated server. In order to do this, you will first need:
4. CODE ANALYSIS
First, grab the full source code of the UE4 project from this repository :
DEDICATED SERVER PACKAGE GUIDE
The are great resources available on the internet to guide your process of packaging a dedicated server build:
(Image 5) below is a screenshot from the Control Panel to show the feature : Parameters To Pass to App where you can pass the IP address .
To get to this feature, you should go to your Control Panel → STEP 2: CONFIG SELECTION → Edit → Developer Options. (Hit Save and Broadcast to apply the instructions to your app).
Image 5. Control Panel: STEP 2: CONFIG SELECTION : Edit : Developer options : Parameters to Pass to App
The code that will process this value can be found here:
Image 6: Code analysis: Code
This value (1) is used to generate this (2):
Image 7: Code analysis: To generate this
Which produces this window when you step into the yellow portal in map1:
Image 8: Code analysis: portal in map1
This IP address getting used to connect to the dedicated server pointing by the IP address :
Image 9: Code analysis: IP address
4. DEDICATED SERVER PACKAGE GUIDE
5. ADDITIONAL RESOURCES
Image 10: Code analysis: IP address
This means that the client build is not able to connect to the server. There could be couple of reasons for this, like the dedicated build is not running, or the machine where the dedicated build is running may have some connectivity issues (e.g. firewall permissions, IP address issues, etc.).
Image 11. Camera or pawn stuck
From experience what we have seen is that if your game version and dedicated server version are not the same then it happens. So whenever you package a game, you should package the dedicated server as well and deploy them. And connect them together only to prevent this kind of weird situation.
Need help? Contact Support
Seek advice. Connect with others. Share your experiences. Join our lively Community Forum today.