Setting a Server HYPERCHARGE: Unboxed is not a easy job, this guide will show you Dedicated Server Parameters in order to make things easier for you. Attention This guide is very temporary and work in progress. We’ll be putting together a better guide in the future, but this information here should be enough to get you started.
Parameters
UnboxedServer.sh <Game Parameters> <Engine Switches>On windows, first parameter must be “Unboxed” – this is done automatically on linux with the UnboxedServer.sh scriptGame Parameters:
StartingMap?GameModeOptions?MapList=List,Of,Maps
Co-op options
Difficulty=0-3 (Casual = 0, Normal = 1, Expert = 2, Nightmare = 3)
MaxPlayer=1-4 (More of a suggestion than an actual limit – the wave scaling will not scale *beyond* 4 players, but you can certainly let more than 4 connect.)
PvP
WeaponTypes=0-7 (Override starting weapon: 0 [Default], 1[MachineGuns], 2[Shotguns], 3[Snipers], 4[Launchers], 5[Lasers], 6[Miniguns], 7[Random])
TimeLimit=0-9999 (Time limit in seconds)
ScoreLimit=0-1000 (Kills required to win round)
Teamplay (Toggles TDM)
MaxPlayers=1-8 (Again, more of a suggestion than a hard limit. Here be dragons if you go beyond 8 though.)
Plague
WeaponTypes=0-7 (Override starting weapon: 0 [Default], 1[MachineGuns], 2[Shotguns], 3[Snipers], 4[Launchers], 5[Lasers], 6[Miniguns], 7[Random])
TimeLimit=0-9999 (Time limit in seconds)
MaxPlayers=1-8 (Again, more of a suggestion than a hard limit. Here be dragons if you go beyond 8 though.)
Experimental Control and Switches
The UE4 DS has really bad capability to be controlled out of the box. We haven’t spent a lot of time rectifying the problem, but opened up a path for it to be *possible*. This system will probably change, a lot.
-UseConsoleSocket ConsoleSocketPort=37015
This will open a locally-listening port that recieves raw console commands, then executes them.
We’re slowly poking at a management tool that will rely on this console socket to manage the servers, allowing us to offload security of the control pipe in a different way without having to argue with the engine.
-ini:Engine:[/script/engine.gamenetworkmanager]:ClientAuthorativePosition=1
Give the clients authoritive control over their positional data – feels smoother, but open to exploitation
-ini:Engine:[/script/onlinesubsystemutils.ipnetdriver]:NetServerMaxTickRate=30
Tickrate the server runs at. Going much below 30 drastically reduces the smootheness of a lot of NPCs. Should run fine up to 60
-ini:Engine:[ConsoleVariables]:+net.IpNetDriverUseReceiveThread=1
-ini:Engine:[ConsoleVariables]:+net.IpConnectionUseSendTasks=1
These, in theory, can reduce the CPU consumption of the servers, but it MAY result in backed-up net traffic for clients.
Example parameters
Example for our standard Co-op servers:
Example for our standard TDM servers: