The following instructions cover Windows and macOS operating systems unless otherwise stated.
In SpatialOS, connection workflows are options for connecting client-worker and server-worker instances to a deployment. The GDK for Unreal uses two native Unreal processes across all SpatialOS connection workflows to change maps (or levels - see Unreal documentation) and connect to local or cloud deployments.
ClientTravelis the process of changing which map (or level) a game client has loaded. You can also use it to connect a game client to a deployment, or change deployments.
ServerTravelis the process of changing which map (or level) a server-worker instance has loaded.
This topic is for advanced users only. Before reading this page and its sub-pages, make sure you are familiar with the Unreal documentation on traveling in multiplayer.
In the GDK for Unreal, you can use
ClientTravel to connect a game client to a local or cloud deployment. You can also change which deployment the game client is connected to. To automatically connect game clients to a deployment, specify a URL as the first command-line parameter when you start the game client.
The GDK does not currently support multiserver
ServerTravel, but it is on our roadmap. However, we do support
ServerTravel for single-server games.
There are three connection workflow options in SpatialOS:
Use the Receptionist in the following cases:
- To connect server-worker instances to local or cloud deployments. In this case, you must always use the Receptionist.
- To connect client-worker instances to local deployments for debugging without authentication.
For more information, see Receptionist.
Use the Locator for two specific SpatialOS authentication scenarios:
- To connect client-worker instances to cloud deployments using Launcher-provided identity tokens. This scenario is Windows-only.
- To connect client-worker instances to cloud deployments using custom authentication.
For more information, see Locator.
Use the development authentication flow for connecting game clients to deployments when there is no Launcher available for authentication. The development authentication flow uses the Locator without the Launcher.
The Launcher is only available for Windows. Therefore, you need to use the development authentication flow for the following scenarios:
- Mobile connection to cloud deployments
- PIE / Launch on Device in the Unreal Editor
For more information, see Development authentication flow
2020-06-15 Page created with editorial review.
Updated about a year ago