I’m looking into online subsystem logic of ue4 .
I would like a confirmation that I understand the proper workflow that I have to do :
we are essentially working on a multiplayer (2 players) title but we are at the beginning of the project so we don’t have the steam id to work with steam sdk;
In the next few month we will go on greenlight but meanwhile we have to make a beta with multiplayer (over internet) aboard .
So that’s what I figured I should do:
Prepare a web services for:
- Set and get the information of the players (nickname, etc …)
- Set and get session information (listen server ip,number of players per session,etc)
- Set and get any other information relevant to search, create and join the matches
Create a new Online Subsystem Types
Create essentially subclasses of FOnlineSession, FOnlineSessionSettings, etc …
Then once authenticated on Web services, I will find the Ip of those who have created a session and I’ll be able to join them