I am currently working on an RTS game. This RTS needs online multiplayer.
Currently, nothing in our game needs our servers to know anything about Unreal. Our clients would only use Unreal as a graphical interface while all the game logic would happen server side. The clients would populate and/or move objects in the world based on data given from the server.
I’ve previously done some networking with Winsock API, but never touched networking in Unreal. What’s the easiest way to set up so that the client can just send and receive messages quickly? I’ve looked a bit at Third Party Socket Service Connection (https://wiki.unrealengine.com/Third_Party_Socket_Server_Connection) since this wouldn’t require any replication (which I really don’t think we need). Does this seem like a feasible idea? Is there something I should avoid if trying this?
I’ve looked a bit at the Unreal dedicated server as well, but since we don’t want replication or any built in physics calculation or so this seems like overkill.
Also, does anyone have any insights into an easy to work in framework to code the server in?