Seamless Travel between 2 Server?

Hi,

im new to the Unreal engine, and i make a lot of research to see if the unreal engine can do this what i want.

I saw some functions like ClientTravel, ServerTravel, but it seems that it doesnt what im searching for.

Is there a function or something like that, to let the player travel seamless around dedicated servers? Or should i use 3rd Party Tools, like Photon for it?

Is this not what you are looking for:

Travelling in Multiplayer and this UWorld::SeamlessTravel.

Travel in Unreal Engine means, to Load an another Map, right?

I plan to have a huge world, and to avoid connection problems, i planed to divide the world in different zones. Is it possible with Unreal Engine?

(Sorry for my noob questions, i used Unity before, and i want to make a new step in my gaming career)

Yes.

Yes, anything is possible … you have access to the source code. If you are asking if someone has done this already … I am not aware of anyone doing this. My opinion is that your different zones should be different maps and you should use seamless travel.

Okay thanks, with different maps you mean something like different islands?

What do you think, would it be realistic to say, to let communicate both servers?
Like in this case what i quick draw:

So we say, sync the orange area between both servers.
When Client1 from Zone1 arrive on the orange area, he will be redirected(traveled) to zone2.

What do you think is it realistic? Or should i make islands and let the player travel around the islands?

Well it depends on your world … but the map transitions for Unreal Engine are not actually that bad and if you have the servers already up and running with the maps in question … I doubt the players would get frustrated with having a slight transition between areas.

It would have to be a logical place for a transition though … for instance to get to a another kingdom you have to go through a mountain pass … transition … or take a boat to an island … transition.

If you want something like Oblivion or Skyrim … you will have to look in to World Streaming or World Composition. World Streaming will probably require a lot of C++ code … Unreal Engine already supports World Composition: World Composition User Guide.

You might however be jumping the gun here a little. Are you sure you are going to need this? I would look at making a small island first and get the base mechanics of your game in place first and then see if you need this. You could even look at the MMO Starter Kit on the marketplace … maybe see if that will do what you need it to.

In my opinion it is always better to take small steps and get things working then trying to come up with the ultimate solution at the beginning and not knowing whether you actually need it.

Ok thank you. I think i will do it like you said.
I will make different islands, and let the player travel.

Would be easier for the beginning, and with the new experience we can look in further projects.

Thanks :slight_smile:

Cool man … yeah … start it small in manageable chunks … who knows what happens maybe in version 4.9 or 4.10 Epic adds some awesome stuff that allows you to leverage things the way you do … or your project gets popular and you can hook in a “hotshot” developer to make the system for you.

Good luck with your project. 8-}

Hi!

I’m not at Epic but I developed a tech that I think is pretty awesome stuff. It distributes actors across multiple UE4 servers so they can interact in a single seamless space. It doesn’t give you a way to hand-off actors between servers, it removes the need to do that at all. Everything has its limitations but I think I’ve at least raised the limits we’ve been dealing with on single dedicated servers by quite a bit.

If you’re interested, please check out my forum thread:
https://forums.unrealengine.com/development-discussion/content-creation/1497025-distributed-ue4-dedicated-cluster-technology

Cheers,