I want this SO BAD!
“just awaiting the thumbs up or thumbs down”
I guess it was thumbs down?
any news ??
I figured out most of the multiplayer stuff by myself by now. Since this series is running waaaaaay too late… but still it will be a nice sanity check for my blueprints when it comes out. ^^
It may be because of the E3 or something…
At this point we need video series about history of this tutorial
[MENTION=48][/MENTION]
please point us QA’s representative and we will talk to him/her. This is ridiculous how long we have to wait. One eternity later…
I realise this is ever so slightly off topic here, but I just wanted to draw attention to this.
Currently, Steam Dedicated / Listen servers don’t actually work with the engine. Someone has made a Pull Request to fix this, but there’s still been no official word. You can find the thread here: Dedicated server with Steam is a joke - C++ Gameplay Programming - Unreal Engine Forums
PR:
https://github.com/EpicGames/UnrealEngine/pull/2135
I’m not entirely sure what this tutorial series entails, though I know steam integration is relatively straight forward - so it will be interesting to see if this tutorial fixes or knows about this issue.
Are we absolutely certain Steam servers don’t actually work right now? Is it not just that these people don’t understand how to do it properly?
How does Ark:SE work if steam servers supposedly don’t work? Like you said, I hope this gets cleared up when the tutorial series launches
Ark probably made some engine modifications or may even use a different system entirely.
I haven’t tried it to be honest, but by the looks of the PR they don’t work at all. Should note, this is dedicated steam servers. Listen servers are probably just fine.
I think said that he explains how to create a system similar to Left4Dead with a lobby, chat and so on, so I don’t think that bug has any effect but it’s nice to be aware of it, thanks.
Hopefully this will be fixed because dedicated servers simply have to work… But at least it works without a dedicated server at the moment
It’s a shame that epic kind of neglects the multiplayer part of the engine. I’d like to see out of the box solutions for common multiplayer requirements (inviting friends via steam, displaying avatars ingame etc.) and moreover it’s really exhausting to wait for this tutorial series so extremely long
Clearly you haven’t seen what the other engines (Unity) have to offer in that department. UE4 is by very far the best and most feature-rich of all the big “public” engines for online multiplayer.
Also, inviting friends is already possible: Inviting / joining steam friends - Platform & Builds - Epic Developer Community Forums
unless… you’re talking about doing it in BP, which no one should even do in the first place
Yeah but you can’t join the session through the friends list without exposing the OnInviteAccepted event to blueprints, this locks out an important feature to c++ only that is fairly simple to have in blueprints. I had to add that as a feature to my sessions plugin when I first made it by tossing it into a game instance parent class. Also there is no “shouldn’t do in the first place” BP is fine as a front end for things like inviting friends to play and many games have an in game UI for doing so without pulling up an external UI.
I made my sessions plugin in the hope that more sessions functions would be added and it would become defunct but it has been around for over a year now with pretty much no progress on the base systems in the engine getting opened up. I was avoiding making a pull request for changes because some things were a little iffy about implementation and we were told that it was getting worked on, but maybe it is time to go ahead and just do it for them…
You’re right that C++ offers more possibilities in this topic but BP is what Unreal is all about for many of the users. So it makes no sense for me that some important features are not yet exposed to BP.
@mordentral: Your plugin is really great and a must have plugin if someone really wants to do some serious multiplayer logic in BP. Without “Advanced Sessions” it’s almost impossible to create a proper steam integration and I’m extremely grateful for the effort that you put in your plugin! But it’s also a shame that there needs to be a plugin for stuff that should work out of the box. That’s what I meant when I said that Epic kind of neglects multiplayer in UE4.
Well as the top of the plugin posts states, I made it for myself to get a fun project working in multiplayer without C++ and I have been stuck supporting it for a year now adding more and more features that the engine is missing.
I don’t totally mind it but it being a plugin there are a lot of “hacky” ways I had to implement it that I don’t personally approve of (re-declaring network structs so that they are BP compatible, making a psuedo BP compatible FVariantData, ect ect). A straight engine change to support all of the functions would end up being far cleaner as well as taking supporting the entirety of beyond the basics BP multiplayer off of a second thought plugin that has been shoehorned into almost being the default solution at the moment.
You’re definietly right about that, but I still feel like UE4’s almost-obsessive focus on blueprints is detrimental to the engine and the community as a whole in the long run. It makes people not even consider doing things in code, ever. It makes people lazy, and it creates two different standards that Epic has to maintain. I fully understand that BPs are their big “selling point” and that’s why they push it so much, but still…
I’m not even sure if BPs are THAT popular, because most people seem to not want to move to UE4 until there’s an officially-supported scripting language
That is silly, BP is still visual coding and even scripting systems for the engine should tie into it. There is room to optimize by using c++ over blueprint but prototyping and basic game flow is amazing with BP. The argument that you feel people are lazy using BP over code is also kind of insulting to many, The Solus Project heavily utilizes BP and it is a great use of the engine. Giving simple game variable and artistic control to level and balance designers outside of having them edit the source themselves is one of the best features of the engine.
Regardless that isn’t really a good talking point for this thread.
You are **** wrong
There only a handful of C++ programmers who happen to be artists, designers, level designers, etc.
So if a good C++ programmer lacks all other skills, then (s)he can’t make a game without a team. On the contrary, if an artist has programmer’s mindset, (s)he can actually build a game, single-handily, using BP only. That means that person gets paid and potentially Epic gets paid. There are many, many more artists than programmers. As a matter of fact, good C++ programmers are hard to come by.
There are indeed tasks that should be done with C++, however, most of the time you can make a BP only game that performs really well. And now that we have BP > C++ compiler, BP-only games become only faster.
People do move to UE4 if they aren’t invested into other engines, including Unity and if they have decent enough hardware to run UE4. Has nothing to do with scripting language. I am willing to be people who has to have certain language to make a game will not accomplish anything even if Epic adds said language to UE4. It’s not about language, it’s about rolling your sleeves and getting things done. BP provides easiest way to achieve your goal as you don’t have to learn another language - it’s extremely intuitive.
I guess my frustration comes from the fact that I know many coders who were willing to use c++ but reluctantly chose to go with blueprints in UE4 simply because documentation on how to do anything in UE4’s highly-unusual c++ is lacking greatly. It is definitely possible to find the information you need by parsing github projects and whatnot, but it really shouldn’t be this difficult. It’s unfortunate that almost all of the training resources are focused on BP
Anyway, that’s enough thread derailment for today. Still excited to see if this series will clear up the whole “steam dedicated servers don’t work” situation