Hello, is it possible to mix Unreal dedicated servers and SpatialOS deployments?
My desired setup is:
- A client-only level where the user performs login
- A character selection level that connects to a dedicated server to validate user characters/creation/deletion/customization/etc
- Multiple SpatialOS deployments, one for each game region (a huge world divided into multiple regions, each a separated level/deployment)
Ideally the player would perform login, when authenticated it would be transferred to one dedicated unreal server with available capacity (that would manage the player character selection/creation), with a character selected, the player would be transferred into the level where the chosen character was located last time the user logged out.
We are already using our own authentication flow and I can directly move from the login level into a test game world (cloud deployment), but if I add the dedicated server into this mix I get some errors when running it with SpatialOS network enabled (I believe it’s trying to run as a worker) and without it I cannot perform a ClientTravel() to a deployment.
We will eventually build or own server to handle the character flow, but for now it would be easier, specially since the game is changing frequently.