Hi all, I’m trying to get a dedicated server to work. So far I’ve gotten a dedicated server executable to work, but with cooked content for a game client. Now I’m trying to get it to work with cooked content for the server specifically to decrease the distribution file size. So far I tried to follow instructions from these sources:
- A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
- A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
To recap:
- I have downloaded and compiled the engine from source
- I have added the game server build target and regenerated visual studio files for my game project
- Via the Project Launcher, I have cooked my content for the platforms WindowsServer and WindowsNoEditor, resulting in cooked content folders in Saved/Cooked/WindowsServer and …/WindowsNoEditor
- Via Visual Studio, I have built using the solution config “Development Server”, this results in MyGameServer.exe
Now MyGameServer.exe works perfectly when I run it in the original location “MyGame/Binaries/Win64”. It also runs fine when I package the game client using Package Project > Windows and move MyGameServer.exe there to <Packaged folder>/Binaries/Win64. However, I’m trying to figure out how to run the dedicated server with the cooked server content I prepared before. The cooked server content is considerably smaller than the cooked client content.
So I have cooked content, I have a dedicated server executable, how do I use them together?
Alternatively, how do I package the game server from the editor? Package Project > Windows seems to always produce the game client (WindowsNoEditor).