I have set up a dedicated server using EniGmaa’s Dedicated Server Guide. Now I want to travel between a few servers more like UEtopia’s project (Dynamically create/destroy servers, Server to server travel). He uses asset blueprints onCollide to teleport the player to the other dedicated servers, which is what I want to do. I can’t really follow along since the videos are so heavily compressed, but I only really want to know the basics of starting/shutting down servers from another dedicated server and how to point the client to a different server.
I figure that I can make the server level maps different simply by using the OpenLevel blueprint based on a command-line parameter when starting “MyDedicatedServer.exe -log -MAP=‘Leve84Map’” (for example). If this wise? If not, what would be a better way of managing several dozen dedicated server instances with different maps/content? How does the client select a different DedicatedServer.exe instance to connect to on the same IP address? I already plan on coordinating game info between the server instances with VaRest and a Django/MariaDB miniserver. I think the dedicated servers themselves would save their state in standard save slots.
How do I handle the enterprise of building a few dedicated servers?
Thanks for your help!
-Z
P.S. I’m zoyic on IRC freenode #unrealengine
P.S.S. This disappearing post thing happens a lot, doesn’t it…? I think it doesn’t like my links…
Some handy resources I’ve looked at below (collection for future devs):
Dedicated Server Guide (Windows & Linux), Support Thread
Login, Persistence and Server Travel walk-through
UEtopia Server Travel Walk-through (Youtube) 1 2 3 4
Server Travel and Persistence
Infinite Worlds
Youtube: Unreal Engine 4 Good to Know - Shutting Down A Dedicated Server
Gameplay Framework Quick Reference
Unreal Engine 4 Documentation: Networking and Multiplayer
Youtube: Replication | Live Training | Unreal Engine
Youtube: Unreal Engine 4 Good to Know - Shutting Down A Dedicated Server