UE4 Custom Dedicated Server (collision, hitboxes)Securing a dedicated serverC++ Good practices for a client-server multiplayer gameHow do you dynamically render quads in UE4?Strange '??????' received when deserializing from JSON via UDPAchieving reliable UDP connectivity(UE4)Check if a point lies in a collision circleUE4 Objects overlap position after collision

Are the named pipe created by `mknod` and the FIFO created by `mkfifo` equivalent?

What does "see" in "the Holy See" mean?

How can religions be structured in ways that allow inter-faith councils to work?

If my pay period is split between 2 calendar years, which tax year do I file them in?

How to apply the changes to my `.zshrc` file after edit?

Can anyone give a concrete example to illustrate what is an uniform prior?

Did the meaning of "significant" change in the 20th century?

Heisenberg uncertainty principle in daily life

Why does Canada require mandatory bilingualism in all government posts?

Character is called by their first initial. How do I write it?

How can I rectify up to 85 kV

May a man marry the women with whom he committed adultery?

Old French song lyrics with the word "baiser."

What do you call a flexible diving platform?

What is this spacecraft tethered to another spacecraft in LEO (vintage)

Pointwise convergence of uniformly continuous functions to zero, but not uniformly

Correlation length anisotropy in the 2D Ising model

How do I stop my characters falling in love?

Isolated audio without a transformer

The Sword in the Stone

How many oliphaunts died in all of the Lord of the Rings battles?

To find islands of 1 and 0 in matrix

Why do planes need a roll motion?

Japanese reading of an integer



UE4 Custom Dedicated Server (collision, hitboxes)


Securing a dedicated serverC++ Good practices for a client-server multiplayer gameHow do you dynamically render quads in UE4?Strange '??????' received when deserializing from JSON via UDPAchieving reliable UDP connectivity(UE4)Check if a point lies in a collision circleUE4 Objects overlap position after collision






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








0















So I am currently developing a custom dedicated server in UE4 from scratch. I use RakNet as a networking engine and want to achieve the typical dedicated server that can manage adding players to the world, hitboxes, collision and verifying packets in general. What I mean by verifying here is e.g. if the server receives a movement packet it can decide whether the packet's sender can move there or not. I see the biggest trouble in verifying the e.g. movement packets and hitboxes because the server has to have access to the world and collision methods of unreal which I don't know how to do from scratch. Is it possible to get the base server from UE4 and equip it with your own networking engine and packet handling? Or is there a better way to achieve my goal?










share|improve this question






















  • You realize UE has its full source public right? You can just download the full source code and change anything you like in it, so the answer is yes!

    – Bas in het Veld
    Mar 27 at 11:30











  • I know that the source is public but I am lacking orientation in the UE4 code. So the server should e.g. not render anything because that is unnecessary for doing hitboxes calculations. Correct me if I am wrong.

    – XPL
    Mar 27 at 12:19

















0















So I am currently developing a custom dedicated server in UE4 from scratch. I use RakNet as a networking engine and want to achieve the typical dedicated server that can manage adding players to the world, hitboxes, collision and verifying packets in general. What I mean by verifying here is e.g. if the server receives a movement packet it can decide whether the packet's sender can move there or not. I see the biggest trouble in verifying the e.g. movement packets and hitboxes because the server has to have access to the world and collision methods of unreal which I don't know how to do from scratch. Is it possible to get the base server from UE4 and equip it with your own networking engine and packet handling? Or is there a better way to achieve my goal?










share|improve this question






















  • You realize UE has its full source public right? You can just download the full source code and change anything you like in it, so the answer is yes!

    – Bas in het Veld
    Mar 27 at 11:30











  • I know that the source is public but I am lacking orientation in the UE4 code. So the server should e.g. not render anything because that is unnecessary for doing hitboxes calculations. Correct me if I am wrong.

    – XPL
    Mar 27 at 12:19













0












0








0








So I am currently developing a custom dedicated server in UE4 from scratch. I use RakNet as a networking engine and want to achieve the typical dedicated server that can manage adding players to the world, hitboxes, collision and verifying packets in general. What I mean by verifying here is e.g. if the server receives a movement packet it can decide whether the packet's sender can move there or not. I see the biggest trouble in verifying the e.g. movement packets and hitboxes because the server has to have access to the world and collision methods of unreal which I don't know how to do from scratch. Is it possible to get the base server from UE4 and equip it with your own networking engine and packet handling? Or is there a better way to achieve my goal?










share|improve this question














So I am currently developing a custom dedicated server in UE4 from scratch. I use RakNet as a networking engine and want to achieve the typical dedicated server that can manage adding players to the world, hitboxes, collision and verifying packets in general. What I mean by verifying here is e.g. if the server receives a movement packet it can decide whether the packet's sender can move there or not. I see the biggest trouble in verifying the e.g. movement packets and hitboxes because the server has to have access to the world and collision methods of unreal which I don't know how to do from scratch. Is it possible to get the base server from UE4 and equip it with your own networking engine and packet handling? Or is there a better way to achieve my goal?







c++ unreal-engine4 dedicated-server






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 26 at 18:44









XPLXPL

103 bronze badges




103 bronze badges












  • You realize UE has its full source public right? You can just download the full source code and change anything you like in it, so the answer is yes!

    – Bas in het Veld
    Mar 27 at 11:30











  • I know that the source is public but I am lacking orientation in the UE4 code. So the server should e.g. not render anything because that is unnecessary for doing hitboxes calculations. Correct me if I am wrong.

    – XPL
    Mar 27 at 12:19

















  • You realize UE has its full source public right? You can just download the full source code and change anything you like in it, so the answer is yes!

    – Bas in het Veld
    Mar 27 at 11:30











  • I know that the source is public but I am lacking orientation in the UE4 code. So the server should e.g. not render anything because that is unnecessary for doing hitboxes calculations. Correct me if I am wrong.

    – XPL
    Mar 27 at 12:19
















You realize UE has its full source public right? You can just download the full source code and change anything you like in it, so the answer is yes!

– Bas in het Veld
Mar 27 at 11:30





You realize UE has its full source public right? You can just download the full source code and change anything you like in it, so the answer is yes!

– Bas in het Veld
Mar 27 at 11:30













I know that the source is public but I am lacking orientation in the UE4 code. So the server should e.g. not render anything because that is unnecessary for doing hitboxes calculations. Correct me if I am wrong.

– XPL
Mar 27 at 12:19





I know that the source is public but I am lacking orientation in the UE4 code. So the server should e.g. not render anything because that is unnecessary for doing hitboxes calculations. Correct me if I am wrong.

– XPL
Mar 27 at 12:19












1 Answer
1






active

oldest

votes


















0














AFAIK there is no out of the box solution for that. You need something custom. I can think of 3 solutions:



  1. Just ignore collisions. Replicate what you get from clients, and that's it. Of course this is a cheap, low effort solution prone to hacking, but maybe it's sufficient for your case ?


  2. Write custom collision handling on your server. This is a lot of work. Server would need to know all the colliders positions, dimensions, etc. You could then use a physics library ( i.e. Bullet Physics ) to check collisions or write a custom collision checks.


  3. Compile UE4 as a dedicated server. You can find more info here:
    https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
    Just use Raknet instead of a native UE4 networking.


PS. UE4 source code is over 2 milion lines of sophisticated C++ code so telling someone to "just download the source code and change anything you like" is not a viable advice.



PS.PS. I'm not sure if RakNet is a good choice at the present moment, this project was not updated since 5 years.






share|improve this answer






















    Your Answer






    StackExchange.ifUsing("editor", function ()
    StackExchange.using("externalEditor", function ()
    StackExchange.using("snippets", function ()
    StackExchange.snippets.init();
    );
    );
    , "code-snippets");

    StackExchange.ready(function()
    var channelOptions =
    tags: "".split(" "),
    id: "1"
    ;
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function()
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled)
    StackExchange.using("snippets", function()
    createEditor();
    );

    else
    createEditor();

    );

    function createEditor()
    StackExchange.prepareEditor(
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: true,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: 10,
    bindNavPrevention: true,
    postfix: "",
    imageUploader:
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    ,
    onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    );



    );













    draft saved

    draft discarded


















    StackExchange.ready(
    function ()
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f55364237%2fue4-custom-dedicated-server-collision-hitboxes%23new-answer', 'question_page');

    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    0














    AFAIK there is no out of the box solution for that. You need something custom. I can think of 3 solutions:



    1. Just ignore collisions. Replicate what you get from clients, and that's it. Of course this is a cheap, low effort solution prone to hacking, but maybe it's sufficient for your case ?


    2. Write custom collision handling on your server. This is a lot of work. Server would need to know all the colliders positions, dimensions, etc. You could then use a physics library ( i.e. Bullet Physics ) to check collisions or write a custom collision checks.


    3. Compile UE4 as a dedicated server. You can find more info here:
      https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
      Just use Raknet instead of a native UE4 networking.


    PS. UE4 source code is over 2 milion lines of sophisticated C++ code so telling someone to "just download the source code and change anything you like" is not a viable advice.



    PS.PS. I'm not sure if RakNet is a good choice at the present moment, this project was not updated since 5 years.






    share|improve this answer



























      0














      AFAIK there is no out of the box solution for that. You need something custom. I can think of 3 solutions:



      1. Just ignore collisions. Replicate what you get from clients, and that's it. Of course this is a cheap, low effort solution prone to hacking, but maybe it's sufficient for your case ?


      2. Write custom collision handling on your server. This is a lot of work. Server would need to know all the colliders positions, dimensions, etc. You could then use a physics library ( i.e. Bullet Physics ) to check collisions or write a custom collision checks.


      3. Compile UE4 as a dedicated server. You can find more info here:
        https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
        Just use Raknet instead of a native UE4 networking.


      PS. UE4 source code is over 2 milion lines of sophisticated C++ code so telling someone to "just download the source code and change anything you like" is not a viable advice.



      PS.PS. I'm not sure if RakNet is a good choice at the present moment, this project was not updated since 5 years.






      share|improve this answer

























        0












        0








        0







        AFAIK there is no out of the box solution for that. You need something custom. I can think of 3 solutions:



        1. Just ignore collisions. Replicate what you get from clients, and that's it. Of course this is a cheap, low effort solution prone to hacking, but maybe it's sufficient for your case ?


        2. Write custom collision handling on your server. This is a lot of work. Server would need to know all the colliders positions, dimensions, etc. You could then use a physics library ( i.e. Bullet Physics ) to check collisions or write a custom collision checks.


        3. Compile UE4 as a dedicated server. You can find more info here:
          https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
          Just use Raknet instead of a native UE4 networking.


        PS. UE4 source code is over 2 milion lines of sophisticated C++ code so telling someone to "just download the source code and change anything you like" is not a viable advice.



        PS.PS. I'm not sure if RakNet is a good choice at the present moment, this project was not updated since 5 years.






        share|improve this answer













        AFAIK there is no out of the box solution for that. You need something custom. I can think of 3 solutions:



        1. Just ignore collisions. Replicate what you get from clients, and that's it. Of course this is a cheap, low effort solution prone to hacking, but maybe it's sufficient for your case ?


        2. Write custom collision handling on your server. This is a lot of work. Server would need to know all the colliders positions, dimensions, etc. You could then use a physics library ( i.e. Bullet Physics ) to check collisions or write a custom collision checks.


        3. Compile UE4 as a dedicated server. You can find more info here:
          https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
          Just use Raknet instead of a native UE4 networking.


        PS. UE4 source code is over 2 milion lines of sophisticated C++ code so telling someone to "just download the source code and change anything you like" is not a viable advice.



        PS.PS. I'm not sure if RakNet is a good choice at the present moment, this project was not updated since 5 years.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered May 9 at 20:46









        riperjackriperjack

        1




        1


















            Got a question that you can’t ask on public Stack Overflow? Learn more about sharing private information with Stack Overflow for Teams.







            Got a question that you can’t ask on public Stack Overflow? Learn more about sharing private information with Stack Overflow for Teams.



















            draft saved

            draft discarded
















































            Thanks for contributing an answer to Stack Overflow!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid


            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.

            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f55364237%2fue4-custom-dedicated-server-collision-hitboxes%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Kamusi Yaliyomo Aina za kamusi | Muundo wa kamusi | Faida za kamusi | Dhima ya picha katika kamusi | Marejeo | Tazama pia | Viungo vya nje | UrambazajiKuhusu kamusiGo-SwahiliWiki-KamusiKamusi ya Kiswahili na Kiingerezakuihariri na kuongeza habari

            Swift 4 - func physicsWorld not invoked on collision? The Next CEO of Stack OverflowHow to call Objective-C code from Swift#ifdef replacement in the Swift language@selector() in Swift?#pragma mark in Swift?Swift for loop: for index, element in array?dispatch_after - GCD in Swift?Swift Beta performance: sorting arraysSplit a String into an array in Swift?The use of Swift 3 @objc inference in Swift 4 mode is deprecated?How to optimize UITableViewCell, because my UITableView lags

            Access current req object everywhere in Node.js ExpressWhy are global variables considered bad practice? (node.js)Using req & res across functionsHow do I get the path to the current script with Node.js?What is Node.js' Connect, Express and “middleware”?Node.js w/ express error handling in callbackHow to access the GET parameters after “?” in Express?Modify Node.js req object parametersAccess “app” variable inside of ExpressJS/ConnectJS middleware?Node.js Express app - request objectAngular Http Module considered middleware?Session variables in ExpressJSAdd properties to the req object in expressjs with Typescript