Multiplayer Server Scaling plugin

The E3DS Multiplayer Server Scaling plugin connects a multiplayer client to its dedicated server automatically, so nobody has to be told an IP address and a port.

The problem it solves

A dedicated-server multiplayer app has to know where its server is. Without help, that means the player types an address — which is awkward on a desktop, close to impossible in a mobile browser, and simply wrong when servers are created on demand and the address is not known until one exists.

With the plugin, the client is handed its server's connection details and joins on launch. Nothing is typed.

What this makes possible

Servers that scale with demand — the address changes every time and the client does not care — and multiplayer that works from a phone browser, where there is nowhere sensible to enter an IP anyway.

Requires

Unreal Engine 5.3 to 5.8 (the Fab listing shows the versions currently supported), a Win64 dedicated server build of your project, the PixelStreaming plugin enabled (the plugin depends on it), an Eagle 3D Streaming API key, and the exact name of the uploaded server app.

Install and configure

Installing the plugin and the client-side setup — where the connection details arrive and what to do with them — are covered step by step on automatic server join.

Multiplayer plugin setup for a dedicated serverWatch on YouTube

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