Advanced Multi-User Networking

Things to try if you can't connect to a Multi-User Editing Server.

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The instructions in the Multi-User Editing Quick Start show how to work with the Multi-User Editing system in a simple Local Area Network (LAN), where clients can automatically discover the Multi-User Editing server. However, automatic server discovery is not always possible. Sometimes, you may need to do some extra configuration on the computers that you want to connect through Multi-User Editing.

This page contains some strategies that may help you successfully establish a connection when the Unreal Editor cannot automatically discover your Multi-User Editing server.

Setting the Local IP Address

If your computer has multiple network cards or adapters, you may need to change the IP address that the Multi-User Editing service uses when it communicates with other endpoints.

To set the local IP address for the Unreal Editor:

  1. From the main menu, select Edit > Project Settings .

  2. In the Project Settings window, go to the Plugins > UDP Messaging section, and find the Transport > Unicast Endpoint setting.
    Unicast Endpoint

  3. Set the value of this property to the IP address of the network adapter you want the Unreal Editor to use. Always use port 0 .
    For example, 192.168.10.73:0 .

To set the local IP address for the Multi-User Editing server:

  1. If your server is already running, shut it down.

  2. In your Unreal Engine installation folder, go to the Engine/Programs/UnrealMultiUserServer/Saved/Config/<platform> folder, and open the Engine.ini file in a text editor. If that file doesn't already exist, create it.

  3. Add the following block of settings to the file:

    [/Script/UdpMessaging.UdpMessagingSettings]
    EnableTransport=True
    UnicastEndpoint=192.168.0.73:0
    MulticastEndpoint=230.0.0.1:6666
    MulticastTimeToLive=1
    EnableTunnel=False
    TunnelUnicastEndpoint=
    TunnelMulticastEndpoint=
  4. Set the value of the UnicastEndpoint setting to the IP address of the network adapter you want the Unreal Editor to use. Always use port 0 .

  5. Save the file and restart your server.

Specifying Endpoint Addresses

If you've launched the Multi-User Editing server, but an Unreal Editor running in the same Local Area Network (LAN) or Virtual Private Network (VPN) can't automatically detect that server, first try specifying the IP address of the server as a static endpoint for the Unreal Editor.

  1. From the main menu, select Edit > Project Settings .

  2. In the Project Settings window, go to the Plugins > UDP Messaging section. Expand the advanced settings under the Transport section and find the Static Endpoints setting.
    Static Endpoints list

  3. Press + to add a new item to the list, and set the value of the new item to the IP address of your server. Make sure you include the port used by the Multicast Endpoint, which is typically 6666 .
    Set the server's IP address

If you still can't connect, try also setting the IP addresses of each client computer as a static endpoint for the Multi-User Editing Server.

  1. If your server is already running, shut it down.

  2. In your Unreal Engine installation folder, go to the Engine/Programs/UnrealMultiUserServer/Saved/Config/<platform> folder, and open the Engine.ini file in a text editor. If that file doesn't already exist, create it.

  3. Find the [/Script/UdpMessaging.UdpMessagingSettings] section, or create it if it doesn't exist.

  4. Add a StaticEndpoints key for each of the client computers you want to be able to connect, and set its value to the IP address of that computer. Make sure you include the port used by the Multicast Endpoint, which is typically 6666 .

    For example, to set up three client computers, the section might look like this:

    [/Script/UdpMessaging.UdpMessagingSettings]
    StaticEndpoints=192.168.0.71:6666
    StaticEndpoints=192.168.0.80:6666
    StaticEndpoints=192.168.0.121:6666
  5. Save the file and restart your server.

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