Announcement

Collapse
No announcement yet.

FPhysicsReplication

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    FPhysicsReplication

    Hi,

    I'm trying to implement network prediction on PhysX based pawns for a long time without any success. Recently, I found a class called FPhysicsReplication which might help. I'm trying to investigate how it's been used, but, I could not find any examples. Is this class newly added in UE 4.20? Is there any smoothing inside this class?

    Thanks.

    #2
    Prediction and Replay is borderline impossible for PhysX, because you can't simulate objects individually. You have to simulate the entire scene, or nothing at all.

    So far as I can tell this class is purely to make physics object replication smoother. It checks to see if a physics body is moving towards the desired transform, and if it isn't, it accumulates error until a threshold then "snaps" the body to the authority position. It also looks quite experimental.

    Comment


      #3
      Hey, thanks for the reply. I saw your work on that. Well I managed to create a separate replay scene for replay, but the problem is you just tick your own actor without any collisions, which creates a huge problem. Do you think this is impossible in UE4? State replication only causes huge discrepancies in dedicated server mode. Is there any sample code for FPhysicsReplication? I did not find any inside Engine source code.
      Last edited by Bumbala; 09-04-2018, 10:24 AM.

      Comment


        #4
        This sample simply finds actors in a buffer with radius and simulates the actor with found actors:

        https://devtalk.nvidia.com/default/t...92769/#4892769

        Is it a final solution: NO, but worth trying. Btw, in your example, I could not realize where to perform smoothing.

        Comment

        Working...
        X