Since the beginning of UE4 I’ve been using it to make single-player games and never really looked into networking in Unreal Engine.
In my newest project I’d like to make a multiplayer game where people meet in zones (Small maps, like Towns in WoW or similar; transition between these maps don’t have to be walkable => just load another level if you want to switch) where they can chat with each other, form groups etc. (socialize) before they start a match of the game on another map where the actual gameplay happens.
So, I’ve got these components:
- Login Scene (they login, then should get redirected to a zone (can be a single one with a fixed IP for now)).
- Zone Scene(s) (basically a dedicated server where players meet (no gameplay))
- Game Scene(s) (where preformed groups play, should get redirected from a zone (another standalone server I assume))
- (Optional: - Transition Scene(s) (Like a Zone but with the purpose of getting to another Zone (you can’t start a match here)))
My questions are:
- How do I get a player to connect to a server and load the map the server is running with Blueprints? By now, whenever I login and try to connect to a server with “Execute console command” I always land up in my own session and can’t find other players.
- What is the best approach to fit these components into my project? Should I make different Unreal Engine Projects for each of them?
- How do I differ between Server and Client Blueprints (I don’t use C++ by now) when packing the client? I just know there is a macro for C++ Code, but not for blueprints.
- Are any components mergeable? Like, should I put Zones and Transition Scenes together since they almost fit the same purpose (walking around with others)
- Are there any frameworks for Unreal Engine that are recommended to use for such an “MMO”? (e. g. SmartFoxServer for Unity; Blueprint solutions preferred)
I hope someone can help me with my questions.