Oh nice, I like your work. I created a bp json server browser. I think I wasted my time since there are now Online Session Nodes. Oops, there I go reinventing the wheel… Maybe we can join forces if you’re interested.
I was very confused as well arbopa. I had made sure to bring over all contents from the BP project and set the game instance to BP_HUD_Game and when doing so I was unable to go from main menu to hosting a game in editor. Though when using the sample project or creating a new project through cloning the sample project, I was able to play from main menu and host/join a game.
I got around this before by remaking my project through migrating my content and source into a cloned version of the bp_hud project.
As far as via the console goes I’m under the impression that when starting a packaged version of the game there are no other players seen like with starting 2 players through the editor. This is causing issues when hosting. I have yet to test this but I was going to try and connect one packaged build to another via console and then try and host.
I’m kind of new to working with sessions so I apologize if I’m being unclear.
Who is so gentle to spend few minutes to explain me how to build Host Function?
i tried to use the function in my project watching your, but dont’s work, when i select the map and click host, don’t work.
Since they came out with that shootout example game, and went a bit deeper into the details of doing networking in blueprints, I went through and made some changes to make things work a bit better. In the process it fixed the issue I had with focus on widgets and the double click thing when returning to the main menu. I added a button in the settings to switch between fullscreen and windowed… but I feel it is hackish because we do not have access to so many things in blueprints. Either way, the new files:
https://www.dropbox.com/s/aq2jk40maj4ev20/BP_MPMENU_FPS%204.7.7z?dl=0
The thing that drives me up a wall (or one of them) is the lack of some sort of master server… it seems that Epic is pretty much saying “if you want a list of servers, go use steam” … argh. I do not want to HAVE to use steam to host a game online… would be interested in whatever you have accomplished.
I am at the point of trying to setup the ‘settings’ stuff, and it seems all the information for what resolutions the client supports, and such, are hidden in C++. Rama makes a plugin that puts it into blueprints, but I don’t like the idea of needing a plugin that has loads more than I need. I think he also has one for on the fly key remapping, which is something all games should have by default. So I hope that with 4.8, Epic starts adding some of that functionality into blueprints.
Though I am thinking I now need to just buckle up and dive into the c++ to accomplish what I want.
So was it this one that does not work, or your own BP that does not work?
I have looked a bit at JSON, and perhaps while the online sessions stuff is there, it would be good to have a system running somewhere, as a master server, that when you ‘host’, you send your server info to, then when others ‘join’ to browse, they get a list of servers from that master server. Seems perhaps PHP and JSON could do such a thing?
I built a JSON method using the VaREST plugin by ufna. (Awesome plugin btw!)

Basically the gamestate BP broadcasts that it is alive every 30 seconds to parse.com where there are tables with stats about the game. (Not all features implemented yet) The server browser then looks for games with a timestamp of 2 min ago or less and displays them. You can find the source at http://git.metahusk.com (Random is the project name)
Thanks so much for showing how to use Epic’s method! I might implement it instead. I kind of wish I hadn’t reinvented the wheel now. Haha (Oh well, it can be used for other things)
Will be keeping an eye on this, looks great Would it be easy(or possible) to integrate this on already existing blueprint project(basic fps)?
How do you fix it? I keep getting cast failed as well
I do not see why not. Would just be a matter of copying over the BP ‘code’ and widgets into the other project.
I migrated it to my project as well (not c++) and I cannot host games either. How did you fix it?
I am confused as to why it would not work. How do you migrate it to another project? Just open it and move widgets and such to a different project?
I went to the original project and highlighted all of them and migrated to my own project. Every time I click host game it fails ![]()
Ugh, unfortunately I can’t read those images to see what is there.
It is just the original blueprint nodes that came with your project, do I need to change anything in project settings?
hmm awesome, I have been working on a menu system of my own for awhile now and its been a tough job. I have everything but a server browser, volume controls and key binds working. I am using Rama’s but have come to the conclusion that its not really ideal.
Really all I want is the ability for the console command blueprint to be able to do more when it comes to getting and settings things in INI files. If I was able to do more in terms of console commands it ends up being better for the player and the dev because sometimes people like to bind keys quickly with a simple console command rather than go through the menus.
Anyway, its really awesome to see something like this in the works! Ill check it out tonight.
Hi! Thanks for the share! But am I the only one having problems with getting online multiplayer in 4.7 to work? The only way for clients to find servers are if they are connected on tunngle/VPN or local area network, and when joining they will get stuck in loading for some reason. I am having the exakt same problem with the sample Shooter Game. Never had this much connection issues with 4.4 builds. :S Anyways, great share!
I think the ‘default’ multiplayer stuff is LAN based only.
alanconrad, I still plan to try to copy over to a different project to try to duplicate your problem. Work has just left me zero time.
Hey arbopa, as i see you have made great progress with this project. I really wonder how exactly did you solve focusing problem on menu? I checked the project blueprints but looks same to me. And i’ve never thought i could create my menu on game instance, it’s great idea.
i think he should go to defoultengine.ini and add the subsystem online stuff
I thought I updated the file with the latest. I made several changes after they did that western shooter example, and that took care of the focusing. Still not sure exactly what fixed it, but after going through an changing most of the nodes I think perhaps I had an extra bit in there to show cursor/set focus that I should not have.
I just checked and the latest version on dropbox should be dated 3/14 and have all the changes.
https://www.dropbox.com/s/aq2jk40maj4ev20/BP_MPMENU_FPS%204.7.7z?dl=0

