How To Make A Multiplayer Game With Unreal Engine and Amazon GameLift (Part 1 - UE4 Source)

Ғылым және технология

This video is the first part of an extensive and informative tutorial on how to integrate Amazon GameLift with Unreal Engine, going over concepts such as GameLift architecture, how to build Unreal Engine Source on Windows 10 using Visual Studio 2019, and making a new C++ project in Unreal Engine Source. In the process, we also go over other things such as best practices when making a game with GameLift, installing Visual Studio and the necessary components for building Unreal Engine, installing Git, and connecting your Epic Games account with your Github account.
Watch Part 2 here: • How To Make A Multipla...
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********IMPORTANT LINKS*********
Game Architecture with Managed Amazon GameLift: docs.aws.amazon.com/gamelift/...
Bset practices for managing AWS access keys: docs.aws.amazon.com/general/l...
Serverless Computing: aws.amazon.com/serverless/
Visual Studio Download: visualstudio.microsoft.com/do...
Epic Games Website: www.epicgames.com/site/en-US/...
Make a Github Account Here: github.com/
Unreal Engine Source Github Repository: github.com/EpicGames/UnrealEn...
Unreal Engine Version 4.24.3: github.com/EpicGames/UnrealEn...
Git Download: git-scm.com/downloads
ADOSupport Fix in Unreal Engine 4.25: github.com/EpicGames/UnrealEn...
Music Creds:
Song: LAKEY INSPIRED - Chill Day (Vlog No Copyright Music)
Music provided by Vlog No Copyright Music.
Video Link: • LAKEY INSPIRED - Chill...
#unrealengine #ue4 #gamelift
0:00 Introduction & Overview of GameLift Architecture
6:12 Downloading & Building Unreal Engine from Source
19:17 Ending

Пікірлер: 190

  • @Flopperam
    @Flopperam3 жыл бұрын

    We apologize for not pointing this out in the video but after connecting your Epic Games account to your Github account, you have to check your email for a confirmation link to finish the connection process. Otherwise, you will still not be able to see private repositories on the Epic Games Github page.

  • @JhakasRoamer

    @JhakasRoamer

    3 жыл бұрын

    Can you please PIN this comment.

  • @onesilverleaf6781
    @onesilverleaf67814 жыл бұрын

    This channel has some of the most useful resources in terms of learning and expanding your knowledge about UE4 and GameLift. Epic work!!!

  • @espada9973
    @espada99734 жыл бұрын

    Wow this is even more begginner friendly than I thought! Glad I've found this channel. It's amazing to see there's gonna be an actual guided documentation on how to implement all these services with unreal projects. I gave a quick look to the channel and I saw that there's an overwhelming amount of stuff know/and do when creating a game with features you're showing how to implement. Big up for all of this!

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    We appreciate your support greatly!

  • @bittnerma
    @bittnerma4 жыл бұрын

    Very cool stuff dude. Thanx for doing this. Can't wait for all episodes to come out.

  • @FlashTrance
    @FlashTrance3 жыл бұрын

    Lol I remember seeing parts of the livestreams for this months ago, then I randomly saw this video while searching for other UE4 stuff. Glad you finally were able to get this all put together.

  • @majingari
    @majingari4 жыл бұрын

    awesome, looking forward for part 2!

  • @haseeb9090
    @haseeb90903 жыл бұрын

    Thanks a lot for this series. Subscribed!!

  • @GarfSnacks
    @GarfSnacks4 жыл бұрын

    The tutorials created by this channel are by far some of the best I've ever seen. Clear and concise. I hope you have a Patreon or something because I've got some money to throw at you.

  • @GarfSnacks

    @GarfSnacks

    4 жыл бұрын

    Just found it!

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    @@GarfSnacks Thank you so much for the support we appreciate greatly!!

  • @gagesorrell9235
    @gagesorrell92353 жыл бұрын

    Instantly subscribed.

  • @gpzigi632
    @gpzigi6324 жыл бұрын

    So wonderful!

  • @BarakaGameDev
    @BarakaGameDev3 жыл бұрын

    Nice tutorial. Ill be downloading these for my dream multiplayer game

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Thank you baraka!

  • @BarakaGameDev

    @BarakaGameDev

    3 жыл бұрын

    @@Flopperam Hey how about you make a simple Counter Strike game remake

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@BarakaGameDev not a bad idea

  • @momokamishin643
    @momokamishin6434 жыл бұрын

    tommywiseau~~ Good Tutorial~!! I love it~~!! I am Momo 会長 who joined in your Discord~~!!

  • @jamesscott3103
    @jamesscott31034 жыл бұрын

    first, and looking forward to these series!

  • @nathan12581
    @nathan125813 жыл бұрын

    Sick!

  • @hsfbdhfvgd
    @hsfbdhfvgd3 жыл бұрын

    hint: if the folder is not on your c: drive when doing the cd commands use cd /d then the file eg: cd D:\4.24 wont work do cd /d D:\4.24

  • @MrMattyg97
    @MrMattyg973 жыл бұрын

    Thank you for the tutorial! Very in-depth. Do I need to build UE4 from source or are there ways around this?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    As far as I know, I don't believe there is a way around it unless you can find a way to package a server build with a non-source ue4 build.

  • @MrMattyg97

    @MrMattyg97

    3 жыл бұрын

    @@Flopperam That's the conclusion I came to after some googling, looks like that's what I'll do - I appreciate the tutorials and the quick reply!

  • @HDSeixas
    @HDSeixas3 жыл бұрын

    You sir, deserve more attention with your work!! In respect of gameclient login, if i'm using Steam subsystem how this entire process changes?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, appreciate the kind words. In terms of logging in, most of the differences will be with parts 5 and 6 where we tackle Cognito and API Gateway. There's a couple of ways to approach this with Steam. You can use Steam in conjunction with Cognito Identity Pools to get temporary AWS creds using Open ID/Oauth instead of temporary tokens for accessing API Gateway endpoints. The authorization type of the API Gateway methods would have to be changed from Cognito authorizer to AWS_IAM. And in that case, HTTP requests to those API endpoints have to be signed with the temporary AWS creds. You can also not use Cognito altogether and just rely on Steam. In that case, you would set the authorization type on specific API Gateway methods to Lambda authorizer and write your own Lambda function for verifying Steam access tokens passed in through the authorization header or wherever in incoming HTTP requests. In both cases, it still gets tricky because the PlayerData table in DynamoDB would have to be replaced by Steam user data or whatever they use and you would be responsible for updating/querying Steam data whenever needed. I'm sure there are more scenarios but these are the ones that I can think of off the top of my head since I haven't worked too much with Steam. Hope that helps, but ask me any questions as they arise.

  • @dotBAIT
    @dotBAIT2 жыл бұрын

    One thing that confuses me is using Steam for play authentication and storing players information on the server so their custom character / rank / xp is saved to their account.

  • @jonytitan3467
    @jonytitan34674 жыл бұрын

    Beautilful

  • @Flopperam
    @Flopperam3 жыл бұрын

    Hey guys, at around 18:08, when making a new project, in addition to making the project a C++ project, you can also not include starter content on the right since we won't be using any of the starter content in this tutorial series and they just make the packaged client and server build unnecessarily bigger.

  • @judanetwork

    @judanetwork

    3 жыл бұрын

    Hi Flopperam, great tutorial, but you can make an estimate cost? How much cost per month to have a multiplayer game that uses all these AWS product? For example 100 users per day per 30 day how much cost?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@judanetwork Hey, great question. We're currently in the process of getting real case studies from AWS to talk about for a video about pricing. Hopefully, it ends up happening. Worst case, we just talk about costs by making up our scenarios like the one you just described.

  • @judanetwork

    @judanetwork

    3 жыл бұрын

    @@Flopperam i have another question, and material for your channel :D You have used AWS, PlayFab, Epic Online Service, now you can make a tutorial where explain how to install and execute Spatialos? Maybe it's better than AWS for build huge scale games with hundreds players, and maybe it's more simple to maneage :P

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@judanetwork that's a great idea, we have spatialos on our to do list as well. It may be a while until we cover it but it is high up in priority on our list so we hope to cover it eventually.

  • @judanetwork

    @judanetwork

    3 жыл бұрын

    @@Flopperam fantastic :D

  • @karthikkrishnan3577
    @karthikkrishnan35773 жыл бұрын

    Thank you, Exactly what i am looking for. But at around 17.48 when you create a new project I am planning to select Architecture for an Arcviz project. Will this still work? can i follow this series for my Arcviz project to leverage the power of AWS.

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, that should be fine. The only major issues that people have had while following this tutorial is when making a project for Oculus Quest VR or for Steam. You won't run into issues with oculus until part 5 because the web browser widget doesn't work on oculus so you have to make a custom login screen. As for steam, there seems to be issues with clients connecting to the server (around part 7) when the Online Subsystem for Steam is enabled. GameLift and Steam can be used together but at the moment I'm not sure how.

  • @TheUnrealCousinzzz
    @TheUnrealCousinzzz4 жыл бұрын

    After you set everthing up on a windows computer, can you run it on a mac? Also if you can run it on a mac, does it need to be the source versions, can can you package for IOS?

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    I'm not sure if the same steps apply to Mac, but it shouldn't be that much different. If possible, I would say follow the steps as close as possible and let us know any difficulties you encounter. And whether you're using Windows or Mac, you will need unreal engine source. Lastly, we don't have a specific part for IOS planned but we do have one planned for Android just to show that cross compatibility is possible.

  • @beastboioioi
    @beastboioioi4 жыл бұрын

    By the way, you don't have to click the red button and then click the green one you can just click the one right of the red button (to restart the debugger) 17:30

  • @guytaylor8311
    @guytaylor83112 жыл бұрын

    Just starting the tutorial, looks great your awesome! Had a question about the architecture, could it be ran with 2 GameModes, the first .cpp gamemode on the server working with the API calls. The server GameMode would be the default server GameMode and work with API calls. If you see this and have time, ty. Could a second BluePrint GameMode be used in the World Settings and use variables that were exposed to BluePrint when creating the API calls (with edit anywhere and BluePrint) in Visual Studio gamemode.cpp or .h (i forget sorry) server file and work with a BluePrint game GameMode through those variables. The BluePrint one would hold variables of the match to let the .cpp gamemode what call to do next, could this work? If this or something like this could work, would the second GameMode be on the server, for security? Any help would be very appreciated, Awesome tutorial!

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    Hey, appreciate the kind words. You can reparent your blueprint game mode so that its parent class is the c++ game mode. Maybe I'm misunderstanding your question but you can technically have only one game mode per level, but if you parent the blueprint class, then at least you can use both blueprints and c++ in your server gamemode. Let me know if you need any clarification.

  • @unrealdevop
    @unrealdevop2 жыл бұрын

    Oh man I wish I had seen this one before I started on your last one. I just happened to see it in the comments after I realized the AWS I compiled was for UE 4.26 and I had compile UE 4.27 on accident.

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    Hey, I believe the gamelift server SDK for unreal 4.26 can still be used for unreal 4.27 if that was what you were referring to.

  • @unrealdevop

    @unrealdevop

    2 жыл бұрын

    @@Flopperam Ah alright, thanks for the response. I must have done something wrong then because when I got to the part where I added the AWS plugin to the project and had to rebuild I got a lot of errors due to components missing. Seemed to be referring to Unreal files, so I'm not sure exactly what the issue was. I'm going to try your newer one and see how that one goes. Hopefully I didn't mess something up when compiling the AWS files.

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    @@unrealdevop No problem, this tutorial doesn't involves building the aws sdk for cpp since it gave a lot of people, including myself, issues so that's we remade the old videos.

  • @unrealdevop

    @unrealdevop

    2 жыл бұрын

    @@Flopperam Ah yeah, thanks for that. This is really helpful, I'm going to be working my way through them. Your a great teacher.

  • @brandonmiller814
    @brandonmiller8143 жыл бұрын

    Don’t want to get ahead of myself so figured I would ask. You mentioned early on about finding matches and others joining if someone quits. If I am wanting to learn about open world think rune scape where up to 100 people or so can join the server if it’s full you log in somewhere else with this series still be accurate to follow to learn. I’m in a purely learning phase to learn about networking/multiplayer games as single player games don’t interest me in what I would like to learn. I don’t expect to make a game any time but want to dive down the rabbit hole as a hobby. Thoughts? Recommended tutorials?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, so I would say for these MMO type games, that this tutorial would still be suitable as it goes in-depth into concepts that can be applied to those types of games. However, this tutorial only mainly covers the networking side. For more of the game mechanics side, I would suggest a KZreadr who goes by the name of SabreDartStudios as he has an ongoing MMO unreal engine tutorial series.

  • @brandonmiller814

    @brandonmiller814

    3 жыл бұрын

    @@Flopperam I will watch both then thank you sir!

  • @richardmorgan9708
    @richardmorgan97084 жыл бұрын

    Great tutorial, everything was perfect up to "The following modules are missing or built with a different engine version." then saying yes to "rebuild now?" resulted in this error at 18:54: "Could not be compiled. Try rebuilding from source manually." I'm using github 4.24.3 source build. Any ideas?

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, that may happen from time to time. If you do get that message, then you have to open up the Visual Studio solution file and build the project in Visual Studio in Development Editor configuration. If that goes well, then you should be able to open the project in Unreal Engine.

  • @richardmorgan9708

    @richardmorgan9708

    4 жыл бұрын

    @@Flopperam Thanks for the super-fast response! I had VS 2017 & 2019 both installed and after I removed 2017 and rebuilt it worked.

  • @reginaldarmah2381
    @reginaldarmah23814 жыл бұрын

    Quick question, why do we have to build (unreal) from source

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, the reason is that the source version of Unreal Engine has the server configuration option for building whereas the non-source version does not.

  • @dharmatejagurram9259
    @dharmatejagurram92592 жыл бұрын

    Hey, I made a game in UE4.26 with blueprints. It's a bit urgent for me to set a dedicated server for it for Multiplayer option. So you once confirm if I can do it by choosing that project once the ue source version is opened and follow the steps further ?

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    Hey, I believe as long as you are able to switch the version of Unreal that your project uses to a source build version then you should be able to proceed with the rest of the tutorial.

  • @DevGods
    @DevGods3 жыл бұрын

    I almost bought a 250$ plug in then I seen someone mention this!! Point me to a Patreon man!! This is what I need for my game!

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    So glad you found it!! Our patreon is in the description of all our videos! Here is a direct link: www.patreon.com/flopperam We appreciate your support greatly!!

  • @DevGods

    @DevGods

    3 жыл бұрын

    Flopperam I went ahead and sent a PayPal donation keep up the good fight my brother 🙏🏾

  • @TriSutrisnowapu

    @TriSutrisnowapu

    3 жыл бұрын

    That must be multiplayscapes Multiplayer with Blueprints (AWS) plugin.. My question is, is this tutorial can replace the plugin with the trade off of using more C++ instead of all blueprints with that plugin?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@TriSutrisnowapu essentially yes but the main purpose of the tutorial is to also explain GameLift in depth so that people can better understand how to use it with Unreal Engine.

  • @TriSutrisnowapu

    @TriSutrisnowapu

    3 жыл бұрын

    @@Flopperam I found a tutorial of multiplayer with AWS EC2, what is the main difference between using EC2 and gamelift? If my game only requires a replicated movement among players without any interaction among players, and only interact with blueprints actors which redirects to a webview widget, will EC2 accomodate my needs? Or do you think I still need to use gamelifts?

  • @uzumakisasuke5539
    @uzumakisasuke5539 Жыл бұрын

    In these lessons, is the game set up with a dedicated server or with a host?

  • @Flopperam

    @Flopperam

    Жыл бұрын

    Dedicated server

  • @uzumakisasuke5539

    @uzumakisasuke5539

    Жыл бұрын

    @@Flopperam Thanks.works on mobile Android Ios?

  • @Flopperam

    @Flopperam

    Жыл бұрын

    @@uzumakisasuke5539 The tutorial makes a Windows client specifically but the client can be any platform, including iOS and Android, since the server will always be Windows/Linux.

  • @uzumakisasuke5539

    @uzumakisasuke5539

    Жыл бұрын

    @@Flopperam is this the most popular system? Can i add friend system lobby system map select system and chat?Thanks You for Tutorial 😊

  • @Flopperam

    @Flopperam

    Жыл бұрын

    Idk if it's the most popular but it'll give a good introduction to AWS and Unreal. Also, lobbies, chat, etc. aren't covered in this but they can be added on top of this project.

  • @zlocalhost
    @zlocalhost4 жыл бұрын

    Would be nice to know WHY do we need to BUILD an UE from sources rather running it directly from EGS

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, the reason is that with Unreal Engine source, you can build a project in different solution configurations, including the server configuration. As far as I know, you can't do this with the regular version of Unreal Engine.

  • @zlocalhost

    @zlocalhost

    4 жыл бұрын

    @@Flopperam Thank you so much for the fast answer and this tutorial series!

  • @arunkarthik5820
    @arunkarthik5820 Жыл бұрын

    can i implement this in multiplayer mobile game dev too?

  • @Flopperam

    @Flopperam

    Жыл бұрын

    This can technically work with mobile clients yes

  • @francobarrera5327
    @francobarrera53273 жыл бұрын

    Hi, can I create a bp project and mix it with cpp and this would still working?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Yes, absolutely!

  • @asdfxg3760
    @asdfxg37604 жыл бұрын

    Can't I use the Unreal Engine from the Epic Games Launcher? Why do I have to use the github source?

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, the reason is because the source version allows you to build different solution configurations, including the server target. With the Unreal Engine from the Epic Games Launcher, you can't build a server.

  • @asdfxg3760

    @asdfxg3760

    4 жыл бұрын

    Flopperam Thanks! Yeah I found out that I couldn’t build the server when I was using the unreal engine from the epic games launcher.

  • @arjunchandrababu2488
    @arjunchandrababu2488 Жыл бұрын

    Hi, When I openLevel and provide IP address of the dedicated server, the map is loading from the server. But the game mode is not working. Know why?

  • @Flopperam

    @Flopperam

    Жыл бұрын

    What error are you getting specifically?

  • @trngotube7607
    @trngotube76074 жыл бұрын

    kip it up

  • 3 жыл бұрын

    Hey. I have followed every step. When I try to create C++ project then it throws lots of LNK 1104 errors. Do you know why?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, could you post a screenshot of the error? Or join our discord to discuss this issue?

  • 3 жыл бұрын

    ​@@Flopperam ​Looks like when I launched both bat scripts I forgot to launch Command Prompt with Administrator rights. Due to that some files were not be accesible by compiler later on. When I tried to create UE's C++ project I got many this LNK errors in the output. I think it's because of files permissions which were generated by wrong executed bat scripts. Anyway now seems everything works file and I've been able to build UE from source and create project which contains C++ classes. If I would face some other problems I am gonna ask somebody on your discord channel.

  • @Flopperam
    @Flopperam3 жыл бұрын

    Hey guys, some people have let me know that at around 8:16 in the video, you may have to install the "Desktop Development with C++" and "Universal Windows Platform development" workloads instead of installing multiple individual components separately. Those workloads may include extra components that you don't need, but they will make sure that everything you do need is installed. And you may also need to install the "C++ (v142) Universal windows platform tools" individual component separately, but I'm not 100% about this because the two additional workloads might be enough.

  • @monushaw6819

    @monushaw6819

    3 жыл бұрын

    Ok i'm.. making an android game.. will i have to make a windows build too.. to follow this tutorial..

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@monushaw6819 hey, you will have to make a windows server build to follow this tutorial, but for the client you don't have to make a windows build, you can make an Android build.

  • @alecsimpson5566
    @alecsimpson55664 жыл бұрын

    Followed along fine until trying to click Local Windows Debugger to run the engine, it gave me an error that said "Unable to start debugging." and then asked me to check my settings. No idea what I'm supposed to be looking for though, any ideas?

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, can you try restarting visual studio and running the local debugger again?

  • @alecsimpson5566

    @alecsimpson5566

    4 жыл бұрын

    @@Flopperam i can't believe this fixed it lmao

  • @ecs-p3196
    @ecs-p31962 жыл бұрын

    Given the platform the game is launched on, would we be able to use Steam or Oculus accounts for authentication?

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    Yes, I believe so.

  • @ecs-p3196

    @ecs-p3196

    2 жыл бұрын

    @@Flopperam Thank you for the reply, sorry I worded my question wrong. I want to have cross platform, so the version shipped to steam would authenticate with steam, and the oculus version would authenticate with oculus, but these 2 builds can still join the same session. Oculus prevents including the steam online sub system, so would 2 different builds of a game be able to play with each other? I know it's possible but just having trouble finding the path to go down

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    That's somewhat tougher. You could handle the matchmaking and other online subsystem stuff through communication via http requests with a middle man that handles that stuff for you like aws APIs and gamelift for e.g., or playfab, gcp, custom solution, etc.. Authentication would still be steam or oculus but you'd have to find a way to combine them into one shared user directory if needed. Aws identity/user pools could solve that. I haven't tried this though so that's my best guess.

  • @ecs-p3196

    @ecs-p3196

    2 жыл бұрын

    @@Flopperam Thank you so much, I'll complete this tutorial, get a better understanding and research that. cheers!

  • @WalidtheNoematicsguy
    @WalidtheNoematicsguy4 жыл бұрын

    can this be used for andriod?

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Yes, because we are using http requests for communicating with GameLift and other aws services, this should be easily portable to other platforms like Android. But just warning you, we won't be going over that until the last parts of the tutorial. At first, we're going to get a Windows client and Windows server set up. But by the end, we will also have an Android client and Linux server set up.

  • @toysinjammies1613
    @toysinjammies16133 жыл бұрын

    The HTTP clone that you git bash will always pull master, git bash the branch with: git clone --branch 4.24 github.com/EpicGames/UnrealEngine.git **this is important right now because the gamelift SDK only supports up to 4.25 and we're pulling 4.26 without assigning the branch.

  • @miltontoledo7460
    @miltontoledo74603 жыл бұрын

    To whom it may concern, we are looking to get help on packaging a project for Multiplayer.. is this something you can help us with? Thank you in advance!

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Feel free to ask any questions you have in the comments here or you can also ask them in our discord server linked in the description.

  • @miltontoledo7460

    @miltontoledo7460

    3 жыл бұрын

    @@Flopperam Thank you for the quick response! Just looking to get help on packaging a project as a Multiplayer.

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@miltontoledo7460 are you having trouble with something in particular or are you just asking generally about how to package a project for multiplayer? If it's the latter then make sure that you have unreal engine built from source rather than the epic games launcher version so that you have the option to build the project for a server configuration.

  • @miltontoledo7460

    @miltontoledo7460

    3 жыл бұрын

    @@Flopperam looking to package a project from the start and cost.

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@miltontoledo7460 I would recommend taking a look at this documentation, michaeljcole.github.io/wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_&_Linux)/

  • @polar1991
    @polar19913 жыл бұрын

    Are you gonna show how to add a party system?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, probably not in this specific tutorial series, but when we add more features later on in the future, we will try to cover parties.

  • @polar1991

    @polar1991

    3 жыл бұрын

    Flopperam ok thanks

  • @benjaminchen4367
    @benjaminchen43673 жыл бұрын

    This some good shit I'm tryna translate this info to Godot wish me luck

  • @usaccomandi2476
    @usaccomandi24764 жыл бұрын

    can this be done with blueprint?

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Yes, although we will be using C++ in this tutorial. There will be parts that can easily be converted to blueprints, and we're willing to talk in the comments for each of the tutorial or in discord about tips on how to do that. The only part that may be difficult to convert to blueprints is making and processing http requests. But whenever we code, we'll try to go slow and explain the code so that it's easy to follow and understand.

  • @hsracanelli
    @hsracanelli4 жыл бұрын

    hey man, im trying to compile from source 4.23.1, but i`m having some problem, seems like There is no file or directory from `metahost.h` anyone know how can i fix this, in source 4.24.3 worked correct, but i need to instal the 23.1

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, try installing the .NET desktop development workload in the Visual Studio Installer. And also try to repair your Visual Studio through the Installer if that doesn't work.

  • @caiocripim
    @caiocripim3 жыл бұрын

    I love you

  • @giorgzagklas5841
    @giorgzagklas58412 жыл бұрын

    can i use bluprients and c++ together using this tutorials?

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    Yes, feel free to ask any other questions if you have any.

  • @giorgzagklas5841

    @giorgzagklas5841

    2 жыл бұрын

    @@Flopperam tnx man

  • @giorgzagklas5841

    @giorgzagklas5841

    2 жыл бұрын

    @@Flopperam it is possible to create a team vs team game and select a caracter like apex using this tutorials?

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    @@giorgzagklas5841 Team vs Team, yes, but for character selection, you may need to do further research. However, this series could be good for overall background knowledge.

  • @giorgzagklas5841

    @giorgzagklas5841

    2 жыл бұрын

    @@Flopperam tnx

  • @BaikaNoShenki
    @BaikaNoShenki4 жыл бұрын

    The UnrealEngine's repositor is not abailable yet!!!!! Please, tell me how can I clone o adquire thats files!!!! :'(

  • @Flopperam

    @Flopperam

    4 жыл бұрын

    Hey, make sure that your github account is connected to your Epic Games account. Otherwise, you won't be able to see the Unreal Engine source github repository.

  • @aykageneration
    @aykageneration3 жыл бұрын

    Hello ! , i need to add the GameLift-specific code to my project gamemode.cpp! but when i open the solution of my project i have (myprojectgamemodeBase.cpp) and not (myprojectgamemode.cpp)...i have something wrong with my project?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, that should be fine, still a gamemode class, just with a different name.

  • @aykageneration

    @aykageneration

    3 жыл бұрын

    @@Flopperam : thank you for your message but inside myprojectGameModeBase.cpp i don't have the same code like i see with your projectGamemode.cpp...inside my GamemodeBase.cpp : // Fill out your copyright notice in the Description page of Project Settings. #include "LastWaysGameModeBase.h" and when i add gamelift code inside it is there some error :( i can't add the gamelift code inside other .cpp file? for example mygamename.cpp?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@aykageneration They both have the AGameModeBase class as their parent class, so it should still work. What's the exact error? Could be a typo.

  • @aykageneration

    @aykageneration

    3 жыл бұрын

    @@Flopperam a lot of error like this :Error (active) E1696 cannot open source file "LastWaysGameModeBase.generated.h" i need chage "GameMode" from the gamelift code to "GameModeBase"?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@aykageneration It's hard to tell but we may be able to further debug the issue if you join our discord (link is in the description)

  • @FluidFishy
    @FluidFishy3 жыл бұрын

    So if I don't have access to the unreal engine github, then what should I do?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, double check for an email to confirm your github epic games team membership because you have to click on a link to be able to see the unreal engine source code repository.

  • @FluidFishy

    @FluidFishy

    3 жыл бұрын

    @@Flopperam thank you, I double checked the email and it worked perfectly!

  • @AkshayKumar-cl4il
    @AkshayKumar-cl4il3 жыл бұрын

    Is it possible to make multiplayer android game in ue4? Plzz help me

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Yes, it is possible

  • @CitroenGames
    @CitroenGames3 жыл бұрын

    can you get this working with blueprints becuse i have a project already that i have put tons and tons of hours into and i dont want to begin all over again ; - ;

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, a lot of the code can be converted to or used with blueprints. For example, if you have a game mode blueprint, the parent class of it can be set to the game mode c++ class. It won't be easy, but what a lot of our viewers have been doing is following the tutorials, taking bits and pieces of it, and adding it to their projects. And if there's something that needs to be clarified, we are usually on discord to help answer any questions.

  • @CitroenGames

    @CitroenGames

    3 жыл бұрын

    @@Flopperam ok thank you i was almost going to quit ue4 and move to another engine

  • @bhadrik
    @bhadrik3 жыл бұрын

    I don't get this, why should we compile it, while it's build is available.🤔 Please someone tell me.

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, are you referring to Unreal Engine? If so, the reason is that we need to build the full version of Unreal Engine so that we can package our project as a server build. As far as I know, the epic games launcher version of Unreal Engine does not have this functionality.

  • @VVLGANESHK
    @VVLGANESHK2 жыл бұрын

    Can anybody help me ? Is this series of tuts works for android and ios ?

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    Technically it can work for Android or iOS since the server will still be either Windows or Linux regardless of the client platform.

  • @VVLGANESHK

    @VVLGANESHK

    2 жыл бұрын

    @@Flopperam thank you for replying ❤️

  • @KTMLFilms
    @KTMLFilms3 жыл бұрын

    Could u use VS 2017?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Technically yes but I'm not sure what problems you may encounter.

  • @KTMLFilms

    @KTMLFilms

    3 жыл бұрын

    @@Flopperam ill try with 2017 and if there are any problems i will just list them to see if anyone has a solution

  • @exmarxgames
    @exmarxgames2 жыл бұрын

    Does this still work with UE5?

  • @Flopperam

    @Flopperam

    2 жыл бұрын

    For the most part yes.

  • @voidconcepts

    @voidconcepts

    Ай бұрын

    @@Flopperam That being said, before I start diving into this. What about this Doesn't Work?

  • @riccardopaniz7768
    @riccardopaniz77683 жыл бұрын

    I downloaded 4.24.3 but 4.25.3 opens to me why?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    That's odd, but that should still be ok for the tutorial as people have been able to follow the tutorial using Unreal Engine version 4.25

  • @rehan4783
    @rehan47833 жыл бұрын

    is the amazon gamelift thing free

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    It's free up to a certain amount, meaning for one year since a new account is made, you get 125 hours of on demand instance usage within gamelift for free per month.

  • @Paul-hw7kc
    @Paul-hw7kc3 жыл бұрын

    Goodness setting this multiplayer stuff up is more complex than I thought. I thought I could just add some C++ code and be good. All these downloads and switching files up kinda scare me. I'm sure his method works. But, I'm hesitant to do this. I've been burned in the past just blindly following tutorials like this not knowing what I'm doing and eventually something gets screwed up. In Unreal if I screw up really bad, I can just reload a backup project. With file folders if I screw up, there is no reload. Plus, I'm dealing with other plugins such as Voxel which could cause C++ conflicts. This stuff gets complicated real fast, and help for program conflicts is next to zilch. I'd much rather pay for a robust self contained multiplayer system, then try to create one myself. Please someone tell me there is another simpler way of setting multiplayer up than this.

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, I completely understand. That was my first impression when I first started on GameLift as well. I thought I could just add some C++ code and that was it. I've tried simplifying the process as much as I could while I could still teach people as much as I could. The only big download is Unreal Engine source, which you need to use for any multiplayer game, since regular Unreal Engine doesn't have the ability to package a game server as far as I know. And the only annoying thing to build/download were the library files for the GameLift Server SDK, but worst case, you can always grab those from the tutorial project github repository if you encounter major issues. As for worrying about screwing up and not being able to rollback to a working version of your project, I believe that as long as you're using a version control system such as Git or Perforce, you should be okay. As for dependencies for your server, let's say your server depended on third party software, the AWS EC2 instances, which are virtual computers that host multiple instances of your game, can be configured to download whatever third party software that your game server depends on. The hard part about GameLift and AWS services in general when integrating them with an Unreal Engine game is that you have to write a lot of the features yourself. The main parts of the tutorial project can be found in the GameLiftTutorialGameMode.cpp class (github.com/chris-gong/gamelift-example-ue4/blob/master/Source/GameLiftTutorial/Private/GameLiftTutorialGameMode.cpp), the MainMenuWidget.cpp class (github.com/chris-gong/gamelift-example-ue4/blob/master/Source/GameLiftTutorial/Private/MainMenuWidget.cpp), and the AWS Lambda client service code (github.com/chris-gong/gamelift-example-lambda). The game mode class contains most of the server functionality, which includes handling backfill, notifying GameLift of when players leave and join the server, notifying GameLift when the server is ready to host game sessions/matches, writing match results to and updating players stats in DynamoDB, and more. The main menu widget class contains most of the client functionality, which includes connecting to the server, and sending HTTP requests to a client service that handles communication between the client and various AWS services including, but not limited to, GameLift. That client service, in this tutorial series, is in the form an API hosted on Amazon API Gateway that invokes different AWS Lambda functions responsible for things such as getting player stats, starting and cancelling matchmaking requests, checking for updates on a matchmaking request, and more. Essentially, the client service is responsible for getting players together into a match or matches. And to answer your question about a robust self contained multiplayer system, I would recommend looking into either GameSparks or Microsoft Azure PlayFab. I am not too familiar with either of these services but I believe that they already have the "client service" built out for you, which includes the same features just discussed such as authentication, player data, and matchmaking, and features outside of what is covered in this tutorial series such as chat, friends, parties, lobbies, leaderboards, and more. Like GameLift, they also provide server SDKs for implementing custom server logic, and they also provide server hosting/scaling. However, hosting your game on their servers as well as hooking up your client and server to their services will still take work. If you do decide to take a chance on GameLift, then we are always happy to help you, either through the KZread comments or in our Discord server linked in the description above.

  • @Paul-hw7kc

    @Paul-hw7kc

    3 жыл бұрын

    @@Flopperam Thanks for your in depth explanation! I decided I have no choice but to risk it if I want multiplayer capability. As I suspected though, I ran into issues. When I type GenerateProjectFiles.bat, I get a long list of errors. I'll share the first few lines of errors. They say... Unhandled exception; System.IO.FileLoadException: Could not load file or assembly 'file://C:\UnrealEngine-4.24\Engine\Intermediate\Build\BuildRules\UE4Rules.dll (Exception 0x80131515) File name: 'file://C:\UnrealEngine 4.24\Engine\Intermediate\Build\BuildRules\UE4Rules.dll System. NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. I have no idea what is causing this. I'm using Unreal 4.24.1 with VS 2019. I followed your tutorial exactly as you instructed. I've searched all over the internet. I'm not finding anything helpful. Do you have any idea what could be wrong? Also, what is the link to your discord group?

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@Paul-hw7kc Hey, our discord link is in the description. As for your issue, is your Unreal Engine source build on a network drive?

  • @Paul-hw7kc

    @Paul-hw7kc

    3 жыл бұрын

    @@Flopperam No, I don't believe it is. Its just on plain C drive. In file folders there is only 2 main sections. One is called This PC the other is called Network. When I click on Network a subcategory called desktop-XXXXX appears. When I click on desktop a window pops up labelled Windows Security asking for a user name and password. It says enter your credentials to access desktop-XXXXX. We never set up a user name and password for this computer. So, I have no idea what to enter here.

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@Paul-hw7kc Keeping everything on the C drive is fine. Could you go back to the Visual Studio installer and install the "Desktop Development with C++" and "Universal Windows Platform development" workloads? Sometimes, there are some missing components. Then, after that, try rerunning the Setup.bat and GenerateProjectFiles.bat files and let me know how that goes.

  • @markk7198
    @markk71983 жыл бұрын

    Hi Flopperam, first thank you for the amazing tutorial! I just had one question. Have you ever encountered an error when you upload to Gamelift that, for each process, has: CODE: SERVER_PROCESS_CRASHED Message: Server Process exited without calling ProcessEnding(), exitCode(1), launchPath/local/game/GameLiftTutorial/Binaries/Linux/GameLiftTutorialServer... There are no associated logs, and I found this forum from 2019 but no luck on finding a solution yet:\ Thank you! forums.awsgametech.com/t/server-process-exited-without-calling-processending/5762/14

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, can you make sure that you included a valid install.bat file as well as the GameLift Server SDK plugin in your server build that you uploaded to Gamelift?

  • @markk7198

    @markk7198

    3 жыл бұрын

    @@Flopperam Thank you for the amazingly quick response ! Part of the issue could be that I'm installing from Linux --- if you have any insight to help or someone that I could talk to that would be amazing! The GameliftServerSDK is enabled in Unreal so that is good to go ( I can see it in plugins and the build works locally), and the corresponding .so files were built correctly (analogous to the dll files you uploaded).

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    What kind of Linux are you using?

  • @markk7198

    @markk7198

    3 жыл бұрын

    @@Flopperam I'm on the lastest LTS rollout of Ubuntu

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    @@markk7198 I'm wondering if that has to do with it, because when I cross compiled the GameLift Server SDK files from Windows for Linux, I encountered problems when using Ubuntu version 20.04. I made a forum post about this, forums.awsgametech.com/t/unreal-engine-cross-compiling-gamelift-from-windows-to-linux/4929/3, saying that I had to downgrade my Ubuntu to version 18.04 for everything to work.

  • @oleksandrsventozelskyi
    @oleksandrsventozelskyi3 жыл бұрын

    Hello everyone) Status: Activating; Code: SERVER_PROCESS_CRASHED; Message: Server process exited without calling ProcessEnding(), exitCode(-1073741515), launchPath(C:\game\Test\Binaries\Win64\TestServer.exe), arguments(null), instanceId(i-0e4c8d1ce5ec6dae5), publicIP(....), gameSessionId(none), occurrences(2350 for this instance in a 5 minute period). Two days ago I raised Fleet with a Loaded Build and it was activated and I connected to the Server as a Client. Everything worked! Yesterday I raised Fleet with the same Server Build, and I get such Errors!

  • @Flopperam

    @Flopperam

    3 жыл бұрын

    Hey, what's most likely happening is that your server process is crashing. You have to examine why this is occurring by remotely connecting to an instance in your fleet and looking at the server logs. We cover this in part 9, kzread.info/dash/bejne/iGWaq7OIoNTHZLw.html

  • @abhiv2995
    @abhiv29954 жыл бұрын

    Sir ji unreal free cost multiplayer server free no cost

  • @StoryTellermil
    @StoryTellermil3 жыл бұрын

    hey I'm having trouble with this, I messaged you on twitter @omniseries

  • @MaXiMuMChIlL
    @MaXiMuMChIlL4 жыл бұрын

    NO PLEASE... Everything, but not this source code build again.. 🤦‍♂️

  • @Anoberia
    @Anoberia2 жыл бұрын

    Hi, I have successfully compiled engine from source but i couldn't create new c++ project. Is says modules are out of date. I've 4.27.1 and I think i needed to download 4.26 or 4.25. Any ideas?

  • @Anoberia

    @Anoberia

    2 жыл бұрын

    I build the solution file and it fixed the issue. :)

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