Hello ! Many thanks for this tutorial about matchmaking. Playfab ask me to setup a RULE to bind a server to a queue. What kind of rules did you used ? and how to integrate attributes they are talking ?
Rule name: Anything you like Weight: Anything you like Type: Region Selection Rule Attribute path: Latencies Match tickets with a maximum latency of: 2500 - you can adjusted it - - additional settings Seconds until optional: 10 - you can adjust it - Expansion type: None
I just joined your Patreon to thank you for this video. It's a very specific topic and there's hardly any information about it on the internet. Thank you for sharing it and greetings.
@@BetideStudio It's needs a little updating though, for example I just couldn't get a server to start without adding a port called gameport to the PlayFab Build, and setting it to UDP, using number 8888 in my example. Once that was added, the server finally started up. Also, packaging a project in the Unreal Editor needs to ensure that you include app local prerequisites for servers as they require no installation, and not the prerequisites installer as that's used on player clients which will just bloat the upload. Small things I know, and I thank God that you got through all of the more complicated stuff in this video, but still they stalled me for a couple of days so might be worth repeating to save others that same frustration.
@@BetideStudio Also, we could do with viewing the details of your RegionRule for Matchmaking on the PlayFab Dashboard. I figured it out by Googling but it's an important piece of missing information for your viewers. But I say again, excellent work, it really helped me a lot.
Great video brother it's so clear and informative you have contributed a lot to unreal community and support to game developers. Great work!! Also looking forward if you could make tutorial on chunk downloader implementation part as documentation on c++ has errors. It would be really helpful
hey ! thanks for the tutorial series , on previous video of matchmaking tutorial there are some changes in game instance that it was open level node and there was no play fab secret api key so is there any other video because you have made some changes
Hello After matchmaking, I found text changed to matched, but nothing happens. The map is not changing to my main map, even though the server map is selected in the MapsAndMode setting. Please help if anyone has any issues. Thanks
you said that i need to have unreal from source, and i watched that video of how to do it but its for starting a new project, how can i do it if i have already a project that i want to implement multiplayer?
i am really stuck here.. everything is running fine when I pack my game on mac. Ticket Success and Matched.. but it does not load server map .does any1 have a clue why this is happening
I followed the same steps and I'm getting "there were not latency measurements found for any of the users in the ticket" Do you have any idea what might be missing here. I'm pretty sure I copied the steps you followed. I re-checked about 10 times that it's the same.
Hello brother let me know i m right or wrong ok so basically ( if i have more than one map for our game so i need to build the server for each of the map like just select the map on server default map and then package the server and also need to create more server on playfab website ) And for the matchmaking we need create a function to find server according to the map selection plzz reply and let me know i m right or wrong plz 😊😊 thnq
@@BetideStudio thnq soo much brother 😘 😘 but i have already done this and its working for me both pc and android but plzz upload the i wanna know how u do this 😊
May sound weird, but can you make a tutorial on uploading a Linux-based server to PlayFab with Unreal? I know one can create a Linux server from Windows in Unreal, but I can't figure out how to setup the Linux server to PlayFab. j
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10:14 Where is GetMatch function coming from? I want to make a Server Browser like P2P game but I couldn't find those functions in C++. Basically I need 3 functions, Host, Search All Servers and Join.
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I found it ^_^ They're inside PlayFab/Source/PlayFabCpp/Public/Core/PlayFabMultiplayerAPI.h
I've followed you entire playlist about playfab game many times but bro... :( when I upload my server to PlayFab he's deploying for a long time then turn into Unhealthy. Do you have any idea ? I post on your discord as well (if you need more informations), thx for tutorial btw
Brother I tried building Unreal Engine from source but at the instance where we have to build Unreal Engine in Visual Studio it literally took so much time just to build 114 process out of 4738 processes . Can u pls tell if it's possible to implement this Playfab GSDK on the normal downloaded Unreal Engine as I lost my patience with this build process ?
No brother. It is not possible to use that in a normal build. You need a source build. + It's normal that it's taking a long time. It's a one time process so have patience and let it do it. 😊
@@BetideStudio Either way I stopped that building process coz it stopped altogether at 114/3768. I am trying out EOS for now but it still didn't help for the Android build. Hope so I come with a working mechanism for this multiplayer system. Thanks for sharing your knowledge ☺️
YES BRO IT IS NORMAL I ALSO BUILD THE UE4 4.27 AND IT TAKES ME 45 MINUTES AND I ALSO BUILD THE 4.26 AND IT TAKES ARAOUND 1 HRS I THINK IT DEPENDS ON UR PROCESSOR AND UR BACKGROUND RUNING FILES I THINK 🙄🙄🙄🙄
Hello Betide, How to create a cancel event with remove ticket? After cancel the event, immediately remove the tickets. Error message: User is a member of too many tickets.
Hi bro. Your videos are so clear to understand .. awesome work you have done.. also can you do a video on chunk downloader for Android it would be really helpful. Hoping we will see the video soon
When you join the matched server, you join the IP of the server and the map open on server is opened. So, the DEFAULT SERVER MAP on Project settings is the map used.
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@@BetideStudio Thanks. I've asked in PlayFab forum and someone said I need to call JoinArrangedLobby after GetMatch resullt. I'll try soon :)
Hey nope, that is not required! That is required if using lobby and not matchmaking. Are you trying to use lobbies?
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@@BetideStudio Really? I'm using just Matchmaking but after "Matched" status, my clients don't connect to the server. When I see Servers tab i can see Active Server with 0 player. So I need to do something for joining?
Hi, thanks for the video. I'm wondering did you publish a game with Playfab? Can we use Development acc for a basic game? If we exceed the free data, how much would it charges from us?
Yes, you can! Playfab doesn't care till the time the game is small to be honest
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@@BetideStudio Thanks. I've looked example consumption chart and my game will probably cost $100-200 for a month which is affordable :) (Maybe less) I've finished my game and it's on Steam page but I don't want to publish with P2P connection. So I'm looking for dedicated server support. I was looking GameLift but it's much more complicated and expensive than Playfab. Thanks for informations again :)
@@BetideStudio Hi, How do you pass variables from a client who is acting as the host of a game session to the server map's gamemode in a dedicated server ?
@@arjunc5896 In the player controller, make public custom event with whatever variables as input, then make it call another custom event within the player controller with same variables input which is an RPC 'run on server', which in turn gets the game mode, casts it to your game mode class and delivers the info.