UEC++ From Basics to Advanced | M34-002: Packaging Multiplayer Client and Server

This video walks through the complete packaging process for a multiplayer Unreal Engine project. We start by creating a new third-person C++ project, then set up the Target.cs files to distinguish between client and server builds. We modify the EditorTarget.cs and add dedicated Client and Server target files following Unreal's naming conventions. After refreshing the project and compiling, we configure the packaging settings: selecting Development Game for the client build and Development Server for the server. The packaging process compiles C++ code and cooks assets, which can take significant time on the first run. We also create a batch script to launch the DS with a custom port (8888) and verify both client and server can connect successfully. This fundamental workflow is essential for any UE multiplayer project deployment, as it establishes the correct packaging pipeline for distributed server architectures.