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How can i implement real time multiplayer from gamecenter with ue4 online subsystem?

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    How can i implement real time multiplayer from gamecenter with ue4 online subsystem?

    In looking for a way of creating a multiplayer game for ios with a client creating a game as server and using game center for multiplayer features. I have googled and some post say that this doesnt work with mobile games, other say that it can be done mdifyng the engine, but future versions could handle it, etc.

    #2
    Sadly Unreal Engine does not support GameCenters realtime multiplayer. Only turnbased multiplayer, like a game of chess.

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      #3
      ok and how can i implement turn based multiplayer?

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        #4
        Originally posted by DonFrag View Post
        ok and how can i implement turn based multiplayer?
        the Unreal Engine way of course:
        No tutorials, a few "documentation" artifacts. Stumbling through blueprint nodes and UE4 source code, a lot of trial and error, and maybe if you're lucky, getting an answer in forums or answerhub with a comment from a friendly engineer writing it's all so simple and trivial, one should just learn C++ and Objective-C to program an own plugin.
        Welcome to UE4!


        I'm not trying to be a d***, just sharing two years of the Unreal Engine experience...

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          #5
          im using socket.io for multiplayer. it works ok

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            #6
            Originally posted by DonFrag View Post
            im using socket.io for multiplayer. it works ok
            Interesting. Does it work with UE4s usual multiplayer workflow, replication and such ?
            Or are you setting everything up yourself, sending data back and forth?

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              #7
              Originally posted by CosmicLobster View Post

              Interesting. Does it work with UE4s usual multiplayer workflow, replication and such ?
              Or are you setting everything up yourself, sending data back and forth?
              Sadly i have to implement everything myself. My games are simple so it has been less harder than i thought. The only issue is that with 4.22 the socket.io plugin has a bug

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