I’ve been developing a multiplayer game with dedicated servers for about a year now and it became more and more confusing over time. As the C++ noob that I and the rest of my team are, we are trying to get this to work with as little C++ possible. I even thought our dream could become real, when I found this tutorial regarding Steam integration and dedicated servers. I now know, that it’s inevitable as of now to at least have C++ in your project for server support, although it’s not being used for anything else. Then I found this huge thread about this topic, but all I could deduce from that is, that we NEED to use C++ functions such as RegisterServer to make this work (Sidenote: The tutorial I followed worked up to the point where I had my server executable running, it just never registered with steam).
Apart from the steam, we of course have to test things while developing, to see if stuff replicates properly and things like that. But I noticed something recently: When testing multiplayer in the editor with either dedicated or listen server, my shooting system for example works absolutely perfect: bullets are spawned, effects are played etc. But when I packaged the game for the first time and tested it with a listen server ( which isnt intended as an option for the final game, but since we havent been able to get dedicated servers running, we have to take what we can get) I was frustrated to see, that it was bugged as hell: Bullets sometimes wouldnt spawn, hits wouldnt register correctly, fx would sometimes spawn, sometimes not. If the results differ so much, why should I bother to test in editor in the first place? I dont even want to think about, if the development and shipping package builds differ from each other…
So yea, any insight on that is greatly appreciated