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Android multiplayer wlan: Android as host device problem

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    #16
    4.12 is out now. Has anyone tested this yet?

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      #17
      I just tested with two phones and also android server with pc trying to join. Everything works.

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        #18
        +1 [MENTION=13206]Pabooklas[/MENTION] !

        Now I just need a good tutorial series about MP on PC/Android using BP only and I am good to go

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          #19
          There are many tutorials how to do it for pc on youtube. For android it's exactly the same. So follow one of them on YouTube. Then just hook your create, find and join events to umg buttons or even android buttons for testing.

          Also edit the defaultengine.in file like the op wrote.

          Good luck!

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            #20
            Wow! I can't believe this I was actually able to get this to work. It sounds like a giant blind alley at first (took me probably around 3 hours), but it worked! This has to be the best instructions/boldest workaround I have ever seen. hahaha Thank you so much for the clear steps and wisdom. I was lost without this. You guys rock!

            I wish I had more to contribute. let's see. umm, I did this on 4.11. Oh there was one other hiccup. in the README.md (be sure to read it!) that comes with the https://github.com/EpicGames/UnrealEngine/tree/4.10 download it says, "Be sure to include C++ support as part of the install, which is disabled by default." Here is a link on how to do that. https://www.youtube.com/watch?v=U1MRUiJAOq0


            Thanks again, guys I can't tell you how relieved I am.

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              #21
              Originally posted by Pabooklas View Post
              I just tested with two phones and also android server with pc trying to join. Everything works.

              Did you use router ? or Wi-Fi Direct as i like ti know if Wi-Fi Direct and Bluetooth added to 4.12 .

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                #22
                I used router.

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                  #23
                  Originally posted by mhnoni View Post
                  it will be with 4.12
                  Man, this is really important. Now that 4.13 is out, when can iphone's play with each other?

                  Comment


                    #24
                    Well I seem to be having the exact opposite problem.

                    I can host on phone and have other phones and/or PC's connect. But for the project I'm working on I want to connect to a pc host via my phone over local wifi lan.
                    Is anyone having the same problem where this no longer works now? Or am I missing something that would allow my phone to find/connect to the pc listen host?
                    I'm running on 4.13.2.

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                      #25
                      So I started reading this today - https://keithjohnston.wordpress.com/...iplayer-games/

                      I'm going to try and modify my setup now.. unless I'm reading this wrong, all I need to do is make my master server give my game host a list of ip addresses of people who want to connect to my game, then on my phone server, send outbound packets to those client ips on those ports, therefore opening the nat

                      this should be pretty easy seeing as my client server already has a heart beat report to my master server as it is anyway
                      Last edited by BPANDREW; 11-15-2016, 02:23 PM.
                      ZOMBIE TOWN AHHH (ANDROID/STEAM) | RIDE SHARE EMPIRE (ANDROID/GAME JAM) | NEVER NOT KNIGHT (ANDROID/GAME JAM) | TWITTER | MY UE4 TUTORIALS | ANSWERHUB

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                        #26
                        Originally posted by BPANDREW View Post
                        So I started reading this today - https://keithjohnston.wordpress.com/...iplayer-games/

                        I'm going to try and modify my setup now.. unless I'm reading this wrong, all I need to do is make my master server give my game host a list of ip addresses of people who want to connect to my game, then on my phone server, send outbound packets to those client ips on those ports, therefore opening the nat

                        this should be pretty easy seeing as my client server already has a heart beat report to my master server as it is anyway
                        Did this end up working for you?

                        Comment


                          #27
                          I've put a fair amount of time into this but I'm not successful yet

                          what I've got done so far

                          1) my http master server now collects ips of players wishing to join sessions being hosted on phones, it then sends that ip list to the phone
                          2) the phone then starts sending tcp and udp messages to the other phones IP

                          however I'm seeing its more complicated than that as that alone isnt working. I read somewhere that in the old days of star craft, players would punch open the ports by connecting from computer A to B then B to A and it would work - with Unreal Engine that alone dosn't work

                          So what I got was wireshark, I need to see what exactly happens a successful connection happens.

                          A problem I have yet still, is when I create tcp and udp sockets, if I'm trying to punch 7777, what do I have to do exactly to open the port.. and can I create that socket if its already being used by the engine.

                          This really isnt my strong suit, I'd love for someone to help the community out and share a working NAT punch example, if I eventually figure this out I will update my current github demo to a more generic and easily learnable solution - https://github.com/bitporters/RC_TRAINER (http based game browser, +nat punch when I figure it out)
                          ZOMBIE TOWN AHHH (ANDROID/STEAM) | RIDE SHARE EMPIRE (ANDROID/GAME JAM) | NEVER NOT KNIGHT (ANDROID/GAME JAM) | TWITTER | MY UE4 TUTORIALS | ANSWERHUB

                          Comment


                            #28
                            Any updates

                            Originally posted by BPANDREW View Post
                            I've put a fair amount of time into this but I'm not successful yet

                            what I've got done so far

                            1) my http master server now collects ips of players wishing to join sessions being hosted on phones, it then sends that ip list to the phone
                            2) the phone then starts sending tcp and udp messages to the other phones IP

                            however I'm seeing its more complicated than that as that alone isnt working. I read somewhere that in the old days of star craft, players would punch open the ports by connecting from computer A to B then B to A and it would work - with Unreal Engine that alone dosn't work

                            So what I got was wireshark, I need to see what exactly happens a successful connection happens.

                            A problem I have yet still, is when I create tcp and udp sockets, if I'm trying to punch 7777, what do I have to do exactly to open the port.. and can I create that socket if its already being used by the engine.

                            This really isnt my strong suit, I'd love for someone to help the community out and share a working NAT punch example, if I eventually figure this out I will update my current github demo to a more generic and easily learnable solution - https://github.com/bitporters/RC_TRAINER (http based game browser, +nat punch when I figure it out)
                            I am working on the same and if I figure out anything will post here.

                            Even I am in need of such functionality and I really hate UE4 community or especially EPIC GAMES, they only help other developers who are quite popular on the forum or whose problem is the exact problem which epic games are facing.
                            Epic games won't show any helpful attitude to those threads which are not related to them. For instance consider this thread which happens to be around 1.5 years old and none of the epic staff have shared any info on this topic.

                            Comment


                              #29
                              Originally posted by BPANDREW View Post
                              I've put a fair amount of time into this but I'm not successful yet

                              what I've got done so far

                              1) my http master server now collects ips of players wishing to join sessions being hosted on phones, it then sends that ip list to the phone
                              2) the phone then starts sending tcp and udp messages to the other phones IP

                              however I'm seeing its more complicated than that as that alone isnt working. I read somewhere that in the old days of star craft, players would punch open the ports by connecting from computer A to B then B to A and it would work - with Unreal Engine that alone dosn't work

                              So what I got was wireshark, I need to see what exactly happens a successful connection happens.

                              A problem I have yet still, is when I create tcp and udp sockets, if I'm trying to punch 7777, what do I have to do exactly to open the port.. and can I create that socket if its already being used by the engine.

                              This really isnt my strong suit, I'd love for someone to help the community out and share a working NAT punch example, if I eventually figure this out I will update my current github demo to a more generic and easily learnable solution - https://github.com/bitporters/RC_TRAINER (http based game browser, +nat punch when I figure it out)
                              I think when we connect one android(client - wifi on) to another android(host - hotspot on), the host expects client coming from cellular network but client is sending request from wifi network.
                              If you see there is no error in creating server on android, the only broken link is searching and joining session.
                              This is my theory.
                              Last edited by ANURAGX; 04-01-2017, 02:54 PM.

                              Comment


                                #30
                                So for android multiplayer working it need just to rebuild windows, android development/shipping from the source code? Is anyone know for a ue4.21 it still need rebuild? And if so what branch I need to use? Same branch as a version of unreal engine that I use?
                                And what about IOS? Same steps needed?
                                Last edited by PiterMyasnikov; 02-11-2019, 04:23 AM.

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