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Custom Character Movement Vs Custom Player Controller for Multiplayer Game

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    Custom Character Movement Vs Custom Player Controller for Multiplayer Game

    Hi UE4 community,

    I have been doing R&D for player input, GameplayAbility and replication for MOBA genre game.

    APPROACH 1 -
    I found this article https://wiki.unrealengine.com/Author...acter_Movement
    which focuses on implementing custom character movement component. This guide also tells how to check authority (Client and server separation) which is good.
    In MOBA game every character have different ability and movement speeds, etc which can be implemented via GameplayAbilitySystem and CustomCharacterMovementComponent.
    In above approach the input is handled in Character class itself.


    Now APPROACH 2 -
    In this article http://cedric-neukirchen.net/Downloa...Neukirchen.pdf
    It says the PlayerController exists at server side and owned by client. It means I can also do authoritative moves using CustomPlayerController for every Hero type (I can have N number of player controllers for corresponding MOBA heroes). In this approach we don't worry about client sever separation, it will be handled.
    In MOBA game every character have different ability and movement speeds, etc which can be implemented via GameplayAbilitySystem and CustomPlayerController.

    So Now my question is which is better in terms for performance and latency.
    And which works best with UE4's GameplayAbilitySystem -> CharacterMovementComponent or PlayerController.

    Please do correct me if I posted something wrong here, that will also help.
    Last edited by ANURAGX; 07-28-2019, 09:12 AM.
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