So here’s a pretty simple question - Is hosting dedicated servers on my computer the only way that I can avoid forcing my players to portforward?
I have a very simple desire:
Press Play
Under the hood:
Find Session
Join Session
If fail then host session and wait for someone to join
Play the game with two players, one the server the other the client.
Why is this handled so poorly in Unreal? I’ve been searching for THREE DAYS trying to solve such a simple problem and the only answers I’ve gotten is that I need to have my players port forward. But that this is only necessary if they’re the server, not if they’re the client. Why isn’t there a way to connect players without forcing them to port forward? MOST games with peer to peer hosting don’t make you port forward (Halo 3, if you need an example) so why can’t I use the NAT stuff in Unreal? There’s no reason that I should have to either host a ton of dedicated servers on my computer (our internet here is REALLY bad because it’s all that’s offered in the area) or give up on my game completely (Because let’s face it, who’s going to port forward to get an App working that isn’t an app that they’re being urged to play?)
Someone please tell me that I’m horribly wrong ):