Beacons in blueprints? (ue5.3)

I’m attempting to learn how to create a multiplayer game with logins etc (just to learn how - not actually make a real playable game). So far I’ve learned how to make a drivable and shooting tank, have explosions, apply damage etc. I’ve also figured out how to talk to MySql through appserv. I did have a login session working but because only one session/map can be loaded at a time I can’t use it the way I was intending (Have a lobby for players to wait until existing game is completed)

So I was searching for ways to have multiple sessions/maps and ran across the topic of beacons. From what little I can see it looks like I can find sessions (not actually join) then send requests to that server and get back information. That seems like a great way to implement a login sequence (client gets name/pass then asks the server if it is correct - if so send back a pin or some sort of code to join the server with and when the client tries to join the session just make sure it is the same as the one the server kept for that player.

Anyway. I see beacon blueprints in the UE editor but at the same time I see posts saying you need to use c++ to implement them (but that’s mostly in UE4 topics). So are they usable from blueprints in 5.3 or do I need to use c++ still?

Also is there a decent tutorial or example of how to use them anywhere (Can’t seem to find one using google).

Hey there @Patwww! I’m no expert in networking, but I do have some resources from one of the best! Here’s some resources I found on the additional resources pages in the Networking Compendium by the legend Cedric Neukirchen:

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

Though I’d recommend using the rest of the compendium when learning about networking in general, it’s a bit dated for UE5 but 99% of the information is still relevant. Looks like there’s a blueprint access tutorial and other useful materials.

Thanks for the link but I found that one already. The link that is exactly what I want doesn’t actually work as the destination says it either doesn’t exist or is set to private :frowning:

I have read through a few of the other links at various stages and it was very helpful though!