Replication through game sessions

MuzzyA
Sun, 29 Nov 2015 18:40:09 +0000
Multiplayer & Networking

I’ve been trying to set up game sessions in my project. After days of trying to get clients to be able to join a session and travel to the appropriate level, I realized that there’s a lot of code I’ve written that may have to be changed related to replication.

So I have a few questions.

So lets say you have Client A, who creates a game session. He is the Host, so would this make him the Authority?

IF it does make Client A the Authority:

Lets say you have Client B who joins the game session for Client A. When calling events that are ‘Run on Server’, do they get called on the actual server? Or do they get called on Client A ( The Host )?

Can Client A call Multicast Events that run on all clients that have joined it’s session?

Also, would the Game Mode exist on Client A? Or would that still be on the server?

EDIT:
To add to it, when I package the game and run 2 copies of the executable, I can host a game session on one client and the other client will find it and be able to join. Also I’m calling GetWorld()->ServerTravel() on the client that is hosting the game session, and it unexpectedly works.
This happens with no dedicated server running, so does a game session create a separate dedicated server in the background? Or (again) does that client get treated as a server? I’m thinking that client will be treated as a dedicated server since the host is the only character that doesn’t function when the map loads.

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