Hey,
Thanks for the fast answer!
Let’s see if I understand it:
I want to use the Multiplayer-Shootout game as a template to start from.
Multiplayer Shootout uses [OnlineSubsystemSteam] (altough i dont understand that part very well)
That game does include hosting, searching and joining, as well as LAN mode.
I want to host the game on a rented (dedicated) server.(the server does not act as a player.)
Would it be as simple as running the game on the rented server (or multiple servers), and then other players can find those games/sessions?
Or do i need to go trough the process of compiling the engine from the github source, changing the buildtarget and servertarget, then compile a server.exe and a client.exe and run the server.exe on the rented server.
I know I can use blueprints to get stuff done instead of c++, but can I combine the two?
Edit: I watched this video: UE4 How to build a Dedicated Server - PT 1 - YouTube
on how to set it up, but at 180:20 he opens the console and types in the ip-adress he wants to connect to.
Is there a way to automatically list these servers (just like the shootout game, but then not LAN) Or is that wat the steam subsystem does for you?