I have developed a fully featured MMORPG Server backend. Up until now I have been using a test client used for unit tests of the server. I would very much like to start working on a presentable fully featured client that will be usable by the server using UE4.
The server has been coded in C++, not that this matters…
The issue being I’ve never worked with a game engine, let alone the Unreal Engine.
I would be extatic if someone could point me in the right direction to start learning more about the process.
For example, how I can build a base client that is able to communicate with the server using tcp. Maybe some guides on how to build a very small hello world game that features importing custom animations/models/maps.
As well I’m wondering if the UE engine has a featured map loader that does away with loading screens. I’d like for the game client to be one world without any need for loading screens.
EDIT
Upon further research I see that UE4 does indeed support no load screens through level streaming.
That’s unfortunate… I mean all I need assistance with is really understanding how to preform network transactions… (Receiving & Sending data), since my servers already made… The rest should be as simple as spawning actors and such.
If this is true “I have developed a fully featured MMORPG Server backend.”, then you should know how to send data from client to server…
If you use the same framework, like http://enet.bespin.org/, it should be simple to send data between the server and client.
There is some great tutorials like Network Programming with ENet | Linux Journal
Have you ever found out more about it? I would be interested to. Tim Sweeney has mentioned “Implementing a completely custom MMO back-end framework handling all gameplay logic including object movement, and interfacing it with UE through networking: The client purely runs in UE, and the server purely runs outside of UE, and they are coordinated through a custom networking layer using either UDP or TCP. This approach is generally best for MMOs looking to support thousands of players per server, where UE’s high-precision approach to player movement and collision are overly-expensive compared to tile maps and other simplified techniques.”
This is what I am really interested into building, but so far, it seems that there are not examples out there about it.