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    Networking Questions

    Hello Everyone,

    So I am currently trying to make a Top-Down Shooter using UE4 and am having a little problem understanding the network side of things.

    Couple questions
    1. How do I handle movement, should it be sent thought the server or locally on the clients?
    2. I have been reading the documentation on https://wiki.unrealengine.com/Networking/Replication but I dont really understand what these pieces of code are for

    Code:
    void AYourCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
    {
        Super::GetLifetimeReplicatedProps(OutLifetimeProps);
     
        // Replicate to everyone
        DOREPLIFETIME(AYourCharacter, Health);
    }
    Code:
     bool bSomeBool;
     
        void SetSomeBool(bool bNewSomeBool);
     
        UFUNCTION(reliable, server, WithValidation)
        void ServerSetSomeBool(bool bNewSomeBool);
    Code:
    void AYourPlayerController::SetSomeBool(bool bNewSomeBool)
    {
        bSomeBool = bNewSomeBool;
     
        if (Role < ROLE_Authority)
        {
            ServerSetSomeBool(bNewSomeBool);
        }
    }
     
    bool AYourPlayerController::ServerSetSomeBool_Validate(bool bNewSomeBool)
    {
        return true;
    }
     
    void AYourPlayerController::ServerSetSomeBool_Implementation(bool bNewSomeBool)
    {
        SetSomeBool(bNewSomeBool);
    }
    I just don't know why they are used and how to use them can anyone elaborate better than the documentation? Something like Changing player speed how would I go about this I know locally it's done through CharacterMovement->MaxWalkSpeed

    Thanks as always

    -Kevin
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