Hello! I’m not aware of any specific tutorials or documentation that cover this part in detail, but I’d recommend starting with two projects on the same machine with Storm Sync enabled. This is the most straightforward way to explore the Push/Pull functionality and other features of Storm Sync before attempting to connect across multiple machines on a local network.
Setting Up on the Same Machine
The only required setting to modify is the TCP port in the second editor, so it uses a different port. When you launch the second editor with Storm Sync enabled, you’ll see a notification error:
Alternatively, you might notice an error in the output log:
In one of the two projects, adjust the TCP Server Port setting (e.g., set it to 41000 for the second editor instance):
Once you’ve updated the port, you can either restart the editor or manually start the TCP server using the console command:StormSync.Server.Start
If another project with Storm Sync is running, the output log should display additional messages, indicating it received a ping back.
When both projects are running, you should see options under Storm Sync > Push (or Pull) when you right-click a file or folder in the Content Browser. This menu will list all connected instances.
Debugging Connection Issues
If needed, you can use the console command:
StormSync.Client.Ping
This will log a “pong” message in the output for each connected instance.
Setting Up Across Multiple Machines
Once you have everything working locally, you can set up a second project on a different machine connected to the same local network. Assuming no connectivity issues (e.g., firewalls or different subnet), you should see other instances on remote machines and be able to push an asset:
Troubleshooting Connectivity
If you can’t see a pong response from the Editor you’d like to connect to, this might indicate a UDP Messaging setting issue.
If Unreal Editors on the same LAN cannot discover each other, it may be because one or both editors are not broadcasting or listening for multicast traffic on the correct network interface. To address this, you can try to adjust the unicast endpoint setting in: Project Settings > Plugins > UDP Messaging
The default value is 0.0.0.0:0
(port must be always 0
), and will asks the host OS to use the default network interface it has. An issue related to that 0.0.0.0:0
default value often happens on hosts with multiple network interfaces (wired vs wifi, etc.).
One example of such network is as follow:
In this scenario, the Laptop host needs to use 192.168.1.84:0
to enforce this network interface, because it was connected to multiple networks. This is the process I had to go through when troubleshooting connectivity issues in that network test.
If connectivity issues persist, I recommend verifying that there are no firewall or network restrictions. Ensure you can ping the remote machine from a terminal to rule out external network problems that are outside of Unreal.
I hope this helps!