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    Network Performance with Blueprints

    Hi everyone,

    this is more of a general question. To Make a game with Blueprints work over Network is quite easy, but how much control is possible via Blueprint ?
    In C++ you can define whats sent over network and what is executed on server or Client. For example just synchronize one Variable and let the calculation be done on the clients. Is this level of Control possible in Blueprints ? and if not, does the underlying code optimize the network and server load and how is the overall performance ?

    Thanks a lot for any useful information on this !

    Greetings
    Dominic
    RealVis Studios

    Marketplace: Orbit Camera System
    | Culling Material Effect

    #2
    Quite a bit is possible in bp:

    http://cedric-neukirchen.net/Downloa...Neukirchen.pdf
    https://www.casualdistractiongames.com

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      #3
      I do recommend reading about gameplayability plugin, which takes care about some part of the networking (it helps and facilitates the work, it won't do it for you though):
      https://wiki.unrealengine.com/GameplayAbilities_and_You

      Comment


        #4
        @OptimisticMonkey: Thanks for the link, it absolutely clarifys the structure of the Network.

        Also the Unreal Engine Documentation is very extensive -> https://docs.unrealengine.com/latest...ing/index.html

        Maybe i was to lazy to search before posting ^^
        RealVis Studios

        Marketplace: Orbit Camera System
        | Culling Material Effect

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