I know this already sounds very suspicious, but don’t worry, I’m not a hacker. I’ve tried making a multiplayer system, but I don’t like how the player needs to enter someone’s IP to connect or host a game (I have that IP connect or host system), and I was wondering if there is a way for the Engine to do it for you.
Thanks.
You can either build your own master server “infrastructure” (it’s just a webserver that stores key-value pairs basically), make your server automatically post info to masterserver, make clients retrieve info from masterserver, then show stuff in a list where user won’t see the ip (though under the hood it’ll still be using open ip:port
pretty much).
Or you can use existing online subsystem services (Steam, EOS) to do it for you.
Alright, I’ll try using EOS, although I actually have an issue with it in Visual Studio. I tried running the Samples.sln solution files for the AuthAndFriends part of the SDK in Visual Studio in order to be able to import it into Unreal Engine and get AuthAndFriends working, but Visual Studio first gave me the check your debugger settings message.
Then when I switched it to Local Windows Debugger, it steered clear of that error but now there is another one that says that it cannot start the program and that the directory is not a valid working directory. (Attatched at the end of the message). The directory doesn’t even exist, and it’s one of those problems where Visual Studio thinks it must be in some bin directory and makes up a random bin directory.
For the guy that was leading the tutorial that I was watching for this topic had everything working fine when he tried launching it. Do I need to fix this or will it work fine in Unreal Engine despite the preview launch not working?
I know I got quite off topic there but it would help me a massive lot if I could get a response.
Thank you!