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Multiplayer Test

The Multiplayer Test quickly assumes a pivotal role in the development of a multiplayer game, enabling developers to validate their work efficiently in a locally bootstrapped multi-client setup.

Multiplayer Test

After some possible initial configuration, clicking the button on the right side of the editor's header launches the preconfigured sessions directly into the current level. Clicking the button again tears it all down.

Multiplayer Test Button

One click to get to testing. It's just that simple!

Settings​

While the default settings should get most developers started, every game has its unique take on multiplayer and online services. Thus, a more robust set of configuration can be accessed via Edit > Editor Preferences > Multiplayer (User).

Multiplayer Test Settings

Setup​

SettingDescriptionDefault
Use Online SubsystemShould authentication use the Online Subsystem?false

Clients​

SettingDescriptionDefault
CountThe number of client instances to spin up.2
Window SizeThe size of the windows to create for the clients.800x600
Generate Network ProfileShould a profile be captured of network traffic for each client?false
ParametersAdditional launch parameters to pass to the client being launched."<none>

Server​

SettingDescriptionDefault
Generate Network ProfileShould a profile be captured of network traffic for the server? This option is forced on when the clients variant is toggled on.false
Dedicated ServerSpawn a dedicated server for clients to connect to.true
Seperate ServerA rarely used option that will launch a separate server (possibly hidden in-process depending on RunUnderOneProcess) even if the net mode does not require a server (such as Standalone). If the net mode requires a server (such as Client) a server will be launched for you (regardless of this setting).false
ParametersAdditional launch parameters to pass to the server being launched. These parameters are on top of the existing client parameters.<none>

Network Profiler​

One of the options available for the Multiplayer Test is to generate a network profile alongside the test, which is stored in the local <PROJECT_DIRECTORY>/Saved/Profiling/ folder. These profiles can provide vital information about the makeup of your network communications and reveal crucial optimization opportunities.

warning

This tool is NOT bundled with the downloadable Epic Game Launcher version of the Unreal Engine, and must be built from source. There is a public rewrite of the tool available from 2021, but is not as feature complete as the internal tool.

When the tool (NetworkProfiler.exe) is present in the engines' folder under Binaries/DotNet, the NexusCoreEditor will automatically add an entry into the Tools > Profile menu.

External Tool -&gt; Network Profiler