Hi. I'm evaluating PlayFab for a project using Unreal Engine and dedicated servers. So far PlayFab looks fantastic but I'm having some teething problems understanding how to implement an existing multiplayer game.
I'm a little confused about the workflow for creating a UE4 multiplayer game with a dedicated server. Typically I would compile a client and server from the same project, just changing the solution configuration in VS from "development editor" to "development server". However the PlayFab BlueprintSDK docs suggest the following:
"To implement both client and server in Unreal, you must create two separate projects, and install each plugin separately."
So what is the workflow for this? Managing two separate projects seems like it would lead to a lot of duplicate code and assets which would need to be maintained identically across two versions of my project.
There is also the ComboSDK described as "for demoing, testing, and special-case circumstances", which admittedly I haven't delved too deep into yet. Does this allow me to work with a single project for client and server? What are the caveats of using this and why is it not the optimal choice for a typical Unreal client/server game?
Finally I noticed the UE4 C++ SDK only has a single plugin. Is this the equivalent of the BP ComboSDK? Does the rule of having 2 separate projects apply to C++ projects?
Any advice on the UE4 server workflow would be very welcome. I'd also love to see some more detailed learning resources specifically aimed at UE4 in the future.