[Networking] Find LAN game-servers

Hey guys,

is there any known way to identify servers in the local network? ((W)LAN?)
Like … how is anybody supposed to know if there is a hosted server in his network? (Dynamically, in my own network I could ofc hardcode that, but in general?)
I would really like to hear any ideas!

Thanks in advance! :slight_smile:

PS: If there is a way, does it work for mobile as well?

Hey I believe ShooterGame does this, take a look at the source for that example

Oh okay, I’ll check it out :slight_smile:

EDIT: (For further reference) I found this: https://docs.unrealengine.com/latest/INT/API/Runtime/OnlineSubsystem/index.html especially the FLanBeacon looks interesting!
Thanks a lot :slight_smile:

EDIT2: All that network code all over the place is a bit confusing for me , is there any “simple” example for basic OnlineSubsystem usage ? (or just LAN?) It’s a bit hard to follow the Shooter Game example :frowning:

Hey just a heads up mate in 4.6 you can do this in Blueprints.
If you check out one of the lastes streams you can see a demo of the New Blueprints.

You, sir, are SO **** RIGHT WOOOOHOOOOOOO!!
(It’s already visible in the preview build!!!)
Oh my god, this is gonna make my life 1000x times easier (now that I almost got it running … :wink: )
Great news!
Epic you rock :slight_smile:

Just a note: you can only find LAN games on the same subnet since it uses broadcasts to find them.

What do you mean on the same Subnet ? In the same network? And should I be able to find a session on my local computer? I tried hosting and searching on one single computer and didn’t get any errors, but I didn’t get any search result as well (always SearchResults.Num() == 0) :frowning:

If you have one host and one client that is searching, you should get one result. The host must be hosting a lan match so it knows to create the beacon. Otherwise it will create an internet match and there will not be a beacon there to respond to the client.

The subnet only comes into play when you have a more complex network setup that segregates traffic (offices usually). In a house, there should be only one subnet

Thank you! :slight_smile:

How would I go about setting up a hosting / joining system for online multiplayer?