So how would UE4 go on about A room based game such as World of Tanks or Mech warriror online ?
all the players are connected to the lobby exe, and then the lobby brings 30 players together to play a map this will be done by creating a new instance with the choosen map where 30 players will have thier fun just to retunr back to the lobby.
Now all of this is done on the same server , but different instances(exe) , is there a tutorial or anyone done this before ?
Mainly what i am saying is does ue4 dedicated server support threading different rooms ? for each 30 player?
or it would be able to launch different instances of itself(with certain maps as arguments , in this case would players already connected to lobby will be able to switch to the other , switch their target server ip)?
Or in that case do i have to use FSockets and create myown/existing third part tcp/udp server for handling all communications ?
Cant do that , because that means that each 30 player will be fixed only to 1 server , and that is not the case in room based games , as i said earlier , One of the devs said before that UE4 was able of creating room based games , the question is how ?
You cant switch client from their connected ip once they are connected when using UE4 network blueprint , and I cant see the functionality of UE4 dedicated server to create multiple instances of different maps where each 30 player engage in a particular map.
It’s a 3rd party client-server (server hosting either by yourself or provided, whatever you prefer) networking engine that provides room-logic out of the box.