Unreal Engine Multiplayer: "Setting up a dedicated server for testing"

In this video we will simply be creating a dedicated server to be used for testing our code in a multiplayer environment.
Host Server:
“C:Program FilesEpic GamesUE_4.22EngineBinariesWin64UE4Editor.exe” “C:UsersYOUR USERNAMEDocumentsUnreal ProjectsTutorialGameTutorialGame.uproject” ThirdPersonExampleMap -server -log -nosteam

“C:Program FilesEpic GamesUE_4.22EngineBinariesWin64UE4Editor.exe” “C:UsersYOUR USERNAMEDocumentsUnreal ProjectsTutorialGameTutorialGame.uproject” -game -ResX=800 -ResY=900 -WinX=0 -WinY=20 -log -nosteam

26 thoughts on “Unreal Engine Multiplayer: "Setting up a dedicated server for testing"

  1. this is the best video ever about multiplayer dedicated server, thank you man you help me alot , now i understand how to make the server in a very short time compared other videos that most of all force you to use c++ and confused me of how to make this. thanks.

  2. Using UE 4.26 and was not getting the screen size behavior that I was expecting from the client command. Turns out you have to add -WINDOWED as one of your parameters. Hope this helps someone.

  3. great video one of the best videos i have so far outstanding my question is now how can you get other people from all over the world to connect to the game can you make a video Ps subscribe

  4. Hey, do you know how I could test this with built clients? What I want to achieve is to join to the server that I run with UE4Editor.exe but instead of joining with UE4Editor.exe as a client. I want to package the clients and join to the server. Thanks, good videos.

  5. Thank you for the helpful video!
    Could you do a tutorial on how to do this for Steam? (As I understand, Steam requires dedicated server setup)

  6. Can u plz explain me because on UE4 forums have no response. I want to build game the every who logins start playing automatically connects to server with limited playes wihtout going on searching and join in and staff. Can this be done. Tnx for great video

  7. Thanks for this! So I read somewhere that you need to build the engine from source to create a dedicated server, but this seems to work with the regular install as well is that correct?

  8. Hello, thanks for this tutorial. I was wondering if using this method, could i be abble to measure the bandwidth going out of the Server? (With "netprofile" ue4 command)
    And if yes, will these values be the "real" values? (I mean the same as if the dedicated server was hosted on a different machine?)

  9. I have a question like Quaq-A commented, but i'm not quite understanding your answer. So if i put my external IP address in that client.bat file, and i give it to someone else, it's not working for him. That seems logical to me because he does not have the project and the engine on his computer. But you said it should work? And should i just put my external IP in there without any port? How exactly does it work?

  10. I got this to work on my end, but I have a few questions about going forward. First, can I put the client .bat on another computer and connect it to the server .bat on a different computer? My base goal is to run VR multiplayer in a single environment that can operate at the very least through different computers on LAN. If I could get people to connect through different remote areas that would be even better. This project isn't intended to be on steam as its more of a tool I am trying to create rather than a game. Any additional help on getting multiple computers to connect to an Unreal Project, even if it's only LAN would be appreciated.

    I left a like on the video because I like how concise the video was.

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