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NOTES FROM THE UE WEBSITE - DO NOT PUBLISH! |
This page describes some of the network requirements and considerations involved in getting multiple computers to connect together into the same runtime design review session using the Collab Viewer Template.
Connecting over a Local Area Network
The instructions in the Quick Start page show how to connect multiple computers that are running within a simple local area network. You should have no problems connecting in this scenario as long as:
All computers are connected to the same network.
All computers have the standard Unreal Engine networking port 7777 open for communication within that network.
No intermediate network components, such as routers or network address traversal (NAT) services, are set up to block the connection.
If you have problems connecting, please contact your network administrator.
Connecting Across Networks
If you need to have computers join a session across multiple sub-nets or over the open Internet, you will almost certainly need to do some extra network configuration. The exact steps you'll need to follow depend on your network configuration. However, in general:
Your server host needs to be visible to all clients from a specific IP address. This may involve setting up NAT traversal rules on your router and opening your firewall to external communications on port 7777.
Do not expect automatic server detection to work outside of the same network. Clients will need to manually specify the IP address of the server they want to connect to.
To avoid latency and lags, the Collab Viewer is best used locally within the same network.
Bandwidth Requirements
Because the One of the core features of using Cavrnus to power your Collab Viewer Template projects is the instant integration of networking features. The standard CVT works very well connecting over a Local Area Network (LAN), and with Cavnrus you can now connect over Wide Area Networks (WAN) as well as on the Cloud.
Cloud Server Connection
Once an account is established for your company, project, or team, all the hard work is done and you are ready to start connecting with users in your Spaces. All it takes is an Internet connection, a domain name, and a login for each user. It’s that simple.
From the Web Console, login to your domain using your Admin id and password.
Create as many Spaces as you need for your team to collaborate in.
Send your Cavrnized project to each team member and tell them which Space to meet you in.
This could be done through an internal (e.g. Perforce) or external (Git) source control application, or even a simple file transfer service, such as Dropbox or OneDrive.
Everyone runs the project (either packaged or PIE), logs into the domain using their login IDs, and selects the Space.
And that’s it. Our cloud servers are available 24/7 for as many users as your team needs, with virtually no limit on duration or number of logins*.
For security reasons, frequency of login attempts will be flagged if a certain number of login attempts are made within a short period of time.
On-Prem Solution
For a WAN solution, a Cavrnus server can also be installed offering additional features.
If you have problems connecting, please contact your network administrator.
Bandwidth Requirements
The Collab Viewer Template only replicates lightweight data across the network, such as the 3D transforms of the users in the session and their laser pointers, objects, the state of laser pointers, etc. Adding Cavrnus to your project increases that load in certain instances, such as Datasmith or Holo file transfers. However, Cavrnus takes pride in our performant solutions, so network bandwidth usage should be relatively low. If you need exact measurements, you can profile how the template performs on your network using the Epic’s Network Profiler .
Other Resources Tip |
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For additional information on how networking works in the Unreal Engine, see the documentation in the Networking and Multiplayer section. |
Nice-to-Have Features
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