# Dedicated Server and network programming

**URL:** <https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [April 19, 2014, 6:42pm UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892 "2014-04-19T18:42:23Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![Fighter453](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fighter453](https://forums.unrealengine.com/u/Fighter453)\
**Post date:** [April 19, 2014, 6:42pm UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/1 "2014-04-19T18:42:23Z")

</div>

I am just getting started with the Unreal Engine after a few tutorials and getting the basics of how to work with the C++ code. I am very programming oriented and while I understand Blueprinting, I still rather focus as much attention as I can in the underlying code level, but I am flexible enough to work in both. What I am wondering is if there are any tutorials and information out there where I can start looking into creating a dedicated server and having a client connect to it and slowly working off of that. Trying to create a small death match style game that can work with either bots or players and just looking for a good starting point.

Any help would be greatly appreciated.

Thanks

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_44db827a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44db827a](https://forums.unrealengine.com/u/anonymous_user_44db827a)\
**Post date:** [April 19, 2014, 7:25pm UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/2 "2014-04-19T19:25:45Z")

</div>

The sad thing is that Epic games is currently showing very little support for C++ programming ☹ There is a blueprint tutorial handling networking on their youtube channel, maybe you could try getting inspired by that. You will need to call some RPC (replicate functions), lets hope they post a C++ tutorial for networking in the near future.  
Check out this link: [https://www.unrealengine.com/blog/blueprint-networking-https://www.unrealengine.com/blog/blueprint-networking-tutorials](https://www.unrealengine.com/blog/blueprint-networking-https://www.unrealengine.com/blog/blueprint-networking-tutorials)

---

<div class="post-metadata">

**Author:** ![Dig\_Squid](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dig_squid/32/1145423_2.png) [@Dig\_Squid](https://forums.unrealengine.com/u/Dig_Squid)\
**Post date:** [April 22, 2014, 10:53am UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/3 "2014-04-22T10:53:43Z")

</div>

We certainly plan to add more information for networking in C++, Billy talked a bit about it here:

> **[New Blueprint Networking Tutorial Videos Posted](https://forums.unrealengine.com/showthread.php?2956-New-Blueprint-Networking-Tutorial-Videos-Posted&p=20354&viewfull=1#post20354)**
>
> Hello! We recently posted a brand-new 6-part series on multiplayer networking through blueprints. You can check them out here: Part I: Networking Basics A simple introduction to networking concepts and how to test/launch your game for network...

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_919b08a41](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_919b08a41](https://forums.unrealengine.com/u/anonymous_user_919b08a41)\
**Post date:** [March 19, 2015, 9:21am UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/5 "2015-03-19T09:21:51Z")

</div>

Any update on that? I am also looking for a c++ version of the blueprint networking tutorial, that would be great.

---

<div class="post-metadata">

**Author:** ![ljms](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ljms](https://forums.unrealengine.com/u/ljms)\
**Post date:** [May 15, 2015, 6:45pm UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/6 "2015-05-15T18:45:55Z")

</div>

Hi everyone,  
for those who are here because of a searchresult on ‘network tutorials in unreal engine’, i post some helpful links:  
For Starters:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Code Examples:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

[A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums](https://wiki.unrealengine.com/Network_Replication),_Using\_ReplicatedUsing_/\_RepNotify\_vars

regards

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_003da844](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_003da844](https://forums.unrealengine.com/u/anonymous_user_003da844)\
**Post date:** [January 5, 2016, 2:18pm UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/7 "2016-01-05T14:18:27Z")

</div>

Have you thought about using a BaaS to build and mantain all of your game’s server-side components?  
I represent GameSparks, a platform that facilitates both RealTime and Turn-Based Multiplayer games and fully supports engines such as Unreal.  
Take a look at our website for more info on how we can help your game:

cheers

---

<div class="post-metadata">

**Author:** ![Devfo\_Studios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Devfo\_Studios](https://forums.unrealengine.com/u/Devfo_Studios)\
**Post date:** [January 5, 2016, 8:45pm UTC](https://forums.unrealengine.com/t/dedicated-server-and-network-programming/2892/8 "2016-01-05T20:45:55Z")

</div>

> [@\-GameSpark;448004](#):
>
> Have you thought about using a BaaS to build and mantain all of your game’s server-side components?  
> I represent GameSparks, a platform that facilitates both RealTime and Turn-Based Multiplayer games and fully supports engines such as Unreal.  
> Take a look at our website for more info on how we can help your game:
> 
> cheers

From your website, RealTime services is only available to “selected customers” and it’s only available for Unity.  
I would love to see your RTS available for UE4
