Add rule on port forwarding on my router:
Private IP: My internal IP
Private port & Public Port: 1-65535
TCP&UDP
Then I used https://canyouseeme.org/ to check my steam port: 27036. It shows port on my router external IP address(which is also external ip of the entire LAN) is open.
I![alt text][1]
I tried to look up some other steam port like 27015, 27030, all connections are refused.
![alt text][2]
Since my ports are all open, it makes me think that’s probably because there’re no listener listening on these ports.
so I picked another port which has .exe listening on that port 49666 (by using netstat -a -b) to see, it’s open.
So I doubt my steam services/configuration may not be complete or correct.
With this log, I also tried 2 scenarios, LAN and WAN. Another player(my 2nd computer) can join the game in LAN.
Then I used external IP address on my 2nd computer by using hotspot shared by my iphone with my mobile data network. (confirmed it by ipconfig /all, It shows 172.x.x.x ), and player can’t join this time since it’s WAN. Then I compared both logs:
WAN: Still my 1st computer hosting the game server uses UDP broadcasting to try to find players to join, but no one else would be able to respond as my 2nd computer is on external IP and subnet.
So I then dig on internet, some posts say steam should be integrated for such case. I did follow to integrate with steam but not sure if anything goes wrong which I saw steamworks failure in unreal engine log.
My question now is:
Q1: What exactly steam does for my case? Like help taking UDP broadcasting on internet? If that’s the case,
what steam .exe should be listening on my host computer? or none? and on which port? (I noticed steam.exe listening on TCP port 27036, 27060 , UDP port 27036, 49736). Does it look normal or missing something?
TCP 0.0.0.0:27036 xxxx:0 LISTENING
[Steam.exe]
TCP 127.0.0.1:27060 xxxx:0 LISTENING
[Steam.exe]
UDP 0.0.0.0:27036 :
[Steam.exe]
UDP 0.0.0.0:49736 :
[Steam.exe]
Is there any exact tutorial or doc that I can follow to check what went wrong?
Q2: How does the ‘normal’ unreal log file look like if the integration with steam works and their game can be accessed by players on the internet? Anybody can share ?