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 #
- Open your project in the source code build of Unreal Editor.
- 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.
- Double-click the level to open it.
- Navigate to the location of your C++ classes. Optionally, you may create a directory to hold the C++ classes specific to your dedicated server.
- Create a new
UObject
. We’ll refer to thisUObject
as PragmaGameServer.- To create a
UObject
, you may first need to tick the Show All Classes checkbox in the Add C++ Class window.
- To create a
- 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.