Dedicated Server and Session in Unreal Engine

Hello,
It’s actually my first post in the forum, i checked a lot of documentation around dedicated server and structure of a multiplayer project, in my project i’m using a dedicated server and i wanted to know how could i create different maps, i found out i can use : Level Streaming, i cannot switch from another server with an open level + IP because it destroy my player controller, and i have to make my player connecter again.

I also wanted to know how could i manage “in game” session inside of my map on a dedicated server, can i still use the create session node ? or is it just related to self hosting games?

Thanks !

There is a great starting guide for ue’s networking. The section you looking for is “traveling in multiplayer”.

As for your question: i’m personally using seamless travel for ingame transitions, so the PCs are kept, for non-seamless - i didn’t check it myself, so can’t say about this with certainty.

As for second question - can’t say anything as my project is only using listen servers. Afaik at very least you need an account for CreateSession and for dedicated servers it’s doesn’t seems adequate solution. Probably steam(or any other service of your choise) have a workaround for this

Hey,
Thanks for your answer but i think the ServerTravel only works when you want to move all of the players to a new map, if i want some player to stay in the old map it don’t work with ServerTravel

if i want some player to stay in the old map it don’t work with ServerTravel

Then client travel is the way to go: send rpc to clients “you should connect to next server”, of course there will be no any objects persistence by definition and your clients will have to describe themselfs to new server in connection string or by rpcs after connection.

But if you want to have a several different worlds on a single server… you either use level streaming to do it in context of a single world (can also be world partition) or you just don’t do this.

Technically you probably can make several UWorlds exist and works fine in multiplayer, but i never heard about successful solutions in this regard, it will be quite a difficult task.

Thanks i’m trying with the level streaming now, but if i want to have players in differents maps and when they change map, it unload the map (client only) i tried to do this in my game mode so they are always visible on the server

and in the player controller i did this :

But i can only have it in full time on the server and everybody sees it, is it possible to have dormancy / relevancy to not load the map if the player is too far ?
I don’t know if it possible but the best thing would be to have the server always loaded and client load / unload on demand

Maybe i have to load always on the gamemode and when a client is far away from the map it’s auto-unloading