Using Gamesparks as a master server for NAT Punchthrough with UE4.
L
Liam Rae
started a topic
almost 6 years ago
I have a multiplayer game in UE4 in which I want to let people connect to each other without having to forward ports. I need a master server and NAT punchthrough for this. The Steam online subsystem in UE4 offers these things but of course your game must be greenlit to get access to the SDK. Can Gamesparks offer a similar functionality?
I am not interested in using a Gamesparks service like Realtime Services as I am satisfied with UE4's built in network functionality (for the most part). I only want to use Gamesparks as a master server to perform NAT punchthrough and make the initial connection between players at which the standard UE4 server model would take over.
You wouldnt have to worry about NAT punchthrough as far as i know. Since GameSparks established a websocket connection to each player, if you want to communicate between player using GameSparks, the connection is already there so no need to worry. This also applies to our RT service, as there is an RT server connecting each player in the session.
I'm afraid we don't support nat punchthrough. You would be able to use GameSparks to match your players and pass any relevant data between them and then on to the client side in Unreal. If you have any other questions just let us know.
Thanks,
Liam
D
Derek Fletcher
said
almost 6 years ago
Hey Liam, you do not need to be GreenLit to use the Steam SDK. You can use the app id 480 (SpaceWar) and test/use almost all steam subsystem functionality. This includes finding and joining sessions.
Customer Support
said
almost 6 years ago
Answer
Hey Liam,
You wouldnt have to worry about NAT punchthrough as far as i know. Since GameSparks established a websocket connection to each player, if you want to communicate between player using GameSparks, the connection is already there so no need to worry. This also applies to our RT service, as there is an RT server connecting each player in the session.
Liam Rae
I have a multiplayer game in UE4 in which I want to let people connect to each other without having to forward ports. I need a master server and NAT punchthrough for this. The Steam online subsystem in UE4 offers these things but of course your game must be greenlit to get access to the SDK. Can Gamesparks offer a similar functionality?
I am not interested in using a Gamesparks service like Realtime Services as I am satisfied with UE4's built in network functionality (for the most part). I only want to use Gamesparks as a master server to perform NAT punchthrough and make the initial connection between players at which the standard UE4 server model would take over.
I found this post on the forums but it did not answer my question. https://support.gamesparks.net/support/discussions/topics/1000073396
You wouldnt have to worry about NAT punchthrough as far as i know. Since GameSparks established a websocket connection to each player, if you want to communicate between player using GameSparks, the connection is already there so no need to worry. This also applies to our RT service, as there is an RT server connecting each player in the session.
Sean
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Sorted by Oldest FirstCustomer Support
Hi Liam,
I'm afraid we don't support nat punchthrough. You would be able to use GameSparks to match your players and pass any relevant data between them and then on to the client side in Unreal. If you have any other questions just let us know.
Thanks,
Liam
Derek Fletcher
Hey Liam, you do not need to be GreenLit to use the Steam SDK. You can use the app id 480 (SpaceWar) and test/use almost all steam subsystem functionality. This includes finding and joining sessions.
Customer Support
You wouldnt have to worry about NAT punchthrough as far as i know. Since GameSparks established a websocket connection to each player, if you want to communicate between player using GameSparks, the connection is already there so no need to worry. This also applies to our RT service, as there is an RT server connecting each player in the session.
Sean
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