Unreal: Game Server #
You must have the party and matchmaking flows fully implemented before beginning this guide. See the Unreal: Parties and Unreal: Matchmaking guides for further details.
Most match-based games follow a game flow that involves creating a lobby and inviting friends to join a party, making pre-game selections such as choosing a character, entering matchmaking, playing the game, then ending the game with post-match results.
This guide provides a simplified walkthrough of building and packaging the dedicated game server, then configuring the Local Process Capacity Provider. This guide will demonstrate how to get in a game hosted by a dedicated server after completing a party and matchmaking loop.
This guide was written against Unreal Engine 4.26. Steps may differ on other versions of Unreal Engine. The Pragma Unreal SDK is compatible with Unreal Engine 4.27 and Unreal Engine 5.
Your game may be in various stages of completion, so this guide is written assuming that you are starting from an empty game project.
This guide assumes you’re already using an Unreal Engine source build. If not, please see the following guides from Epic: Getting started with Unreal Engine source code access, Downloading Unreal Engine Source Code, and Building Unreal Engine from Source.
|Set Up Dedicated Game Server Prerequisites
|Cloning Unreal Engine source code, building Unreal Engine from source, and setting up your game project to build and package a dedicated game server.
|Creating a new default map for the dedicated server along with required cpp and header files for our Pragma-related code.
|Integrating the Pragma Server SDK
|Building the game server UObject.
|Building the higher level functionality in GameModeBase.
|Getting in Game
|Packaging the game server and game clients, getting through a party and matchmaking flow, and seeing the game clients connect to a running game server.