Ok so since I’ve built up an audience to my questions, I figured I wouldn’t stop the show just yet
Ok So This is in relation to networking, and client / server builds.
From what I have been able to understand so far, When you build for a server, you must do this in source, and there is a very specific process to that. Great, that I get and makes sense. This gets uploaded to a dedicated server, and clients communicate to it via a specific IP. The server creates sessions that clients connect to on the fly via some programming. If I am wrong let me know.
This is where it gets a bit convoluted in my head. I understand the difference between a “listen Server” and a “Client”, however, it throws me a curve when I think about building the game and having a copy and installing it on a computer. My questions:
Does a Listen server have a separate “building” process like a dedicated server build needs?
Can a Client become a listen server while playing the game?
I am pondering this because lets say the game client connects to the server plays a few matchmaking rounds, but then decided to host its own session with P2P . In my head, The client has to assume the role of “listen server” for a friend to remotely connect to them, but if the game they are playing was built as a “client” would it become a “listen server” once they create a session?
I have watched the unreal networking videos, and other networking videos, and the only thing I ever see is when they PIE and either select “Play as listen server” or “standalone/offline”. That is where the confusion really lies because, if a client can become a LISTEN SERVER then why doesn’t running as standalone work for connecting p2p while in PIE?