Multiplayer Sample
A complete networked sample built on the build system - server browser, lobby, synced minimap preview and late-join support
Open it from Dungeon Architect Content > Showcase > Samples > Games > Multiplayer and start with
1_MainMenuMap_StartHere
What it demonstrates
Section titled “What it demonstrates”The hard part of a networked dungeon is that every client has to end up with the same level, without shipping the geometry over the wire. The build system solves this by replicating the seed and having each client build locally from it, then holding the match until everyone is done
The sample shows that whole sequence end to end
- A server browser and lobby, with the host able to randomize the seed and every client seeing the new layout preview in real time
- The dungeon built on the server and on each client from the same seed
- Players held in spectator mode while their local build runs, then spawned in once it completes
- Clients joining late, catching up to the dungeon that is already running
The session management and lobby code is provided as a reference implementation - it is there to be read and copied from, not to be shipped as is
Seed Control
Section titled “Seed Control”The sample deliberately leaves Randomize Seed On Build off and sets the seed itself from Blueprints, because
the host needs to choose the seed in the lobby and share it before anyone builds. This is the case the
build system settings refers to when it suggests keeping that flag off if you want
to control the seed yourself
Related
Section titled “Related”The lobby’s map preview uses the Canvas widget - see Canvas Minimaps. Building
only up to the layout phase, so a preview can be shown without spawning any meshes, is done with the
BuildDungeonWithSettings node
In the match itself, who sees whose fog of war exploration on the minimap is controlled by the canvas share mode - see Fog of War & Multiplayer