Hello all it has been a while since i have posted on here.
I am almost 2 years into the development of my 2nd game i am looking at around 6/12 months before its ready for publishing.
It is a multiplayer game, development is going great i have the game working great for testing terms with hosting and joining matches. However i would like to have the game play similar to Fortnite were you just join matches rather than create them so if the host lost in the game and decided to quit the session players are not left being disconnected to host and not being able to finish a match. so i guess this would be to set up a dedicated server in my project.
The lack of documents on this is making it difficult for me to find a good way of doing this that will work properly have any of you other devs out there got a good link to a tutorial or documents to support what I’m looking for blueprints or c++ .
Everything else is just a matter of using proper client/server logic.
In my experience it is much easier to only support dedicated servers without caring for listen server mode. In dedicated server mode, one machine is server/authority with no local player, and every player is client/remote. Much simpler than having to write the logic to handle edge cases due to host being client and server at the same time. Transitioning from one to the other might be a bit of a challenge though.