Get Started #

In this section, we’re going to stub out all the files that will be used during this guide:

  • a new level, which will be the default map run by our game server
  • GameModeBase, which is where execution begins and where our higher-level logic resides
  • a UObject, which contains the basic logic for communicating with the platform

Create the required files #

  1. Open your project in the source code build of Unreal Editor.
  2. Navigate to your maps directory and create a new level. Give it a name such that you can easily distinguish it from the level that game clients run. In this guide, we’ll refer to it as ServerMap.
  3. Double-click the level to open it.
  4. Navigate to the location of your C++ classes. Optionally, you may create a directory to hold the C++ classes specific to your dedicated server.
  5. Create a new UObject. We’ll refer to this UObject as PragmaGameServer.
    • To create a UObject, you may first need to tick the Show All Classes checkbox in the Add C++ Class window.
  6. If you don’t yet have a working game, you may optionally add some interface elements such as text or images to ServerMap. This way, it’s obvious when your game clients have successfully connected to the dedicated server.