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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.






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    1 Answer
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    active

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    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

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