Steam Multiplayer Tutorial Series?

To go along with what Lauren said, we haven’t ruled out the possibility of converting this project into a C++ equivalent as well.

If I knew C++ well enough, I’d be doing that tutorial - I’m a BP guy for now until I have the time to dig deeper into the code side of things.

Keep your requests coming and keep an eye on our tutorial pages (videos, streams, documentation) as we are constantly updating them!

-W

It’s cool. I had forgotten about the tank vs zombies c++ series, but it came back today (and it was great). Looking forward to your series as well.

If I have c++ questions regarding this blueprints Steam Multiplayer tutorial, I could always start a thread in the c++ forums, and maybe assemble the community’s collective wisdoms into a wiki tutorial

I am too a blueprint guy, so I’m interested in blueprints version of this project. It is also nice to to also have a C++ version of it, for programmers. Please don’t rule out the blueprint version, in favour of C++ one. Do them both.

I’d like to see some tutorials about dedicated servers in UE4 / BP. A chapter that covers the things that you have to be aware of when building a game that runs on dedicated servers. THis would be really cool :slight_smile:

Best regards,

Will the series cover saving multiplayer persistent data? Our current implementation is using Leaderboard stats to track multiplayer progression and unlocks.

Slightly off-topic from video series] Are there any plans to expand BP functionality of the Steamworks SDK to include things like global stats, cloud save and non-Leaderboard stats?

Great news!

One thing I’d like to see is what I wrote before, how to set up the game so when someone joins later in the game everything stays synchronized.

I second this, I thought rep notify is responsible, but I had lots of trouble with it, not firing correctly. Also I would like to know how expensive rep notifys are, is it ok to have several thousands of them?

In regards of Steam, I’m especially interested in the Masterserver/Serverlist setup in combination with Blueprint.

bump*******

Haya,

One thing I thought might be nice for the tutorial series. It would be great if there was better documentation for how to handle/recover from error cases. Right now we have some issues to do with either intentionally leaving sessions or unintentionally disconnecting not actually closing the session. It’s not super common, but I can’t find anywhere in the documentation that kind of covers a, “I want to clear all my sessions and start over as if I’d just launched the game,” situation or much on handling any other errors.

There’s some hints to it in the various samples/projects, but it would be nice to have an in depth look at some lesser known flows that might get weird error conditions we might not be covering appropriately.

I hardly dare to ask for updates on the series… but I do: Are there any updates? :smiley:

So I dunno about the tutorial this topic is about, but 's tutorial was very useful and uses the Advanced Sessions Plugin by Mordentral, so it should work with Steam.

<picks up stick> " hmmm" <pokes topic> “This thing still alive?” <pokes again> “I hope so”

This is a veeeery difficult birth :frowning:

Agreed… :frowning: Only so much time in a day, so thanks for being patient. I was busy last week with Tuesday’s Twitch Stream on Sequencer (which I am also covering). I’ve started it, but have the East Coast Games Conference this week (tomorrow actually where I am speaking on Sequencer). I can pick it back up on Friday and try to finish it but I’m making sure that the recording is smooth and can be easily followed. I have all next week scheduled to work on it too so I should finally be able to put it to bed by then.

I know you all are eagerly awaiting this series, as much as I am wrapping it up and getting it out there for you. That’s the update that I have now. The next update I give will be to tell you that is wrapped and when you can finally expect it.

-W

Thank you, thank you, thank you, did I mention thank you? :smiley:

Watching this is going to be cathartic :smiley:

Thanks for the update

Good to hear it!

Hey all,

Latest update, I’ve finished re-recording the series as of last week and it is in the hands of our editing team. Shouldn’t be too much longer now, as soon as I hear that it ready to go live I will post in here again. Shouldn’t be any audio problems this time as we’ve switched over to new capturing hardware/software.

-W

Great news!! Thanks for the update.