# Announcing Section 5 of Survival Game - Networking your game

**URL:** <https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979>\
**Category:** Announcements\
**Tags:** unreal-engine\
**Created:** [May 25, 2015, 6:07pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979 "2015-05-25T18:07:42Z")\
**Posts on this page:** 15\
**Page:** 2

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**Author:** ![Hevedy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hevedy](https://forums.unrealengine.com/u/Hevedy)\
**Post date:** [June 5, 2015, 4:00pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/21 "2015-06-05T16:00:23Z")

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> [@;305258](#):
>
> Haven’t noticed anything strange with that. I’ve added it to my Trello to have a look.

You can check that : [https://dl.dropboxusercontent.com/u/28070491/UE/Forums/2015-06-05-1757-59.mp4](https://dl.dropboxusercontent.com/u/28070491/UE/Forums/2015-06-05-1757-59.mp4)

The first part is expected the second when the player don’t move no.

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**Author:** ![anonymous\_user\_9d7a9e0b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9d7a9e0b](https://forums.unrealengine.com/u/anonymous_user_9d7a9e0b)\
**Post date:** [June 6, 2015, 2:43pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/22 "2015-06-06T14:43:06Z")

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> [@;301953](#):
>
> 4.8 has a new blue guy, so we’d have to atleast wait for 4.8 to hit, I’ve asked Epic about fbx availability. I can’t make any promises at this time. It may support a melee attack, but I might as well end up using an alternative

Small question, how would you, as a UE4 programmer, and assuming it would have to be replicated and accurate, tackle the melee question? Using collision? Ray-tracing? Other methods?

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**Author:** ![Tom\_Looman](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tom_looman/32/1215549_2.png) [@Tom\_Looman](https://forums.unrealengine.com/u/Tom_Looman)\
**Post date:** [June 6, 2015, 3:06pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/23 "2015-06-06T15:06:24Z")

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> [@;305704](#):
>
> Small question, how would you, as a UE4 programmer, and assuming it would have to be replicated and accurate, tackle the melee question? Using collision? Ray-tracing? Other methods?

I have started something for melee in the zombie code, this was grabbed from implementation in one the punching tutorials on the wiki:

[https://wiki.unrealengine.com/Introduction\_to\_Third\_Person\_Blueprint\_Game\_-\_18\_-\_Animation\_Blueprint\_Punching\_Setup\_in\_UE4](https://wiki.unrealengine.com/Introduction_to_Third_Person_Blueprint_Game_-_18_-_Animation_Blueprint_Punching_Setup_in_UE4)

With melee using collision volumes sounds like the most accurate approach, using begin overlaps to let the animation pass through visually, but still register the “hits” to apply damage.

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**Author:** ![Tom\_Looman](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tom_looman/32/1215549_2.png) [@Tom\_Looman](https://forums.unrealengine.com/u/Tom_Looman)\
**Post date:** [June 6, 2015, 3:46pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/24 "2015-06-06T15:46:36Z")

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> [@Hevedy;305305](#):
>
> You can check that : [https://dl.dropboxusercontent.com/u/28070491/UE/Forums/2015-06-05-1757-59.mp4](https://dl.dropboxusercontent.com/u/28070491/UE/Forums/2015-06-05-1757-59.mp4)
> 
> The first part is expected the second when the player don’t move no.

Right, that looks totally weird! Thanks for letting me know, hopefully I can fix this in time…

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**Author:** ![anonymous\_user\_9d7a9e0b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9d7a9e0b](https://forums.unrealengine.com/u/anonymous_user_9d7a9e0b)\
**Post date:** [June 6, 2015, 5:25pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/25 "2015-06-06T17:25:57Z")

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> [@](#):
>
> I have started something for melee in the zombie code, this was grabbed from implementation in one the punching tutorials on the wiki:
> 
> [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/Introduction_to_Third_Person_Blueprint_Game_-_18_-_Animation_Blueprint_Punching_Setup_in_UE4)
> 
> With melee using collision volumes sounds like the most accurate approach, using begin overlaps to let the animation pass through visually, but still register the “hits” to apply damage.

Sorry for all the questions, but do you happen to know how performance hungry collision is vs ray tracing?

Lastly, forcing the animation to stop and ‘go back’ would it also be achievable easily?

Last question, and thank you for your tutorials 🙂

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**Author:** ![Tom\_Looman](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tom_looman/32/1215549_2.png) [@Tom\_Looman](https://forums.unrealengine.com/u/Tom_Looman)\
**Post date:** [June 7, 2015, 2:37pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/26 "2015-06-07T14:37:58Z")

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> [@;305771](#):
>
> Sorry for all the questions, but do you happen to know how performance hungry collision is vs ray tracing?
> 
> Lastly, forcing the animation to stop and ‘go back’ would it also be achievable easily?

1. Hard to say without measuring and probably very scene dependent. It’s all about what you’re trying to achieve and if that requires a volume or ray rather than looking for the cheapest CPU size (because performance might not even be a problem unless it’s the bottleneck)

2. You’re probably looking for AnimMontage, I believe you can also use a playback rate of -1 to inverse the playback of an animation. With animmontages you can jump to specific sections in a set of animations or halfway into one animation etc.

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**Author:** ![Hevedy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hevedy](https://forums.unrealengine.com/u/Hevedy)\
**Post date:** [June 7, 2015, 7:04pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/27 "2015-06-07T19:04:01Z")

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will be possible to see how manage the AI in network coop for large maps, because you can’t have all map with AI at the time and will be nice to see a example about spawn AI near the players (even if the players are in different sites of the map far one of the other) ?  
\*And the bullet penetration ?

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**Author:** ![Tom\_Looman](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tom_looman/32/1215549_2.png) [@Tom\_Looman](https://forums.unrealengine.com/u/Tom_Looman)\
**Post date:** [June 7, 2015, 7:12pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/28 "2015-06-07T19:12:01Z")

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> [@Hevedy;306220](#):
>
> will be possible to see how manage the AI in network coop for large maps, because you can’t have all map with AI at the time and will be nice to see a example about spawn AI near the players (even if the players are in different sites of the map far one of the other) ?  
> \*And the bullet penetration ?

I hope so, we’re currently figuring out what I’ll be working on next so I can’t make any promises.

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**Author:** ![Hevedy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hevedy](https://forums.unrealengine.com/u/Hevedy)\
**Post date:** [June 7, 2015, 7:50pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/29 "2015-06-07T19:50:37Z")

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Nice, thank you!  
You are awesome, this is nice community to learn, help and share 😃 !!

\*Probably in the TPS is good idea add a simple recoil system to move the camera and back to the original position ?

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**Author:** ![Hevedy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hevedy](https://forums.unrealengine.com/u/Hevedy)\
**Post date:** [June 8, 2015, 2:18pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/30 "2015-06-08T14:18:51Z")

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I got other problem over , when you get one cupcake after hide, you can continue getting food from and invisible object and other thing, in the cupcake settings in the BP why i got x2 times the option “Start with Tick Enabled” ?

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**Author:** ![ztajti1992](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ztajti1992](https://forums.unrealengine.com/u/ztajti1992)\
**Post date:** [September 14, 2016, 10:20am UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/31 "2016-09-14T10:20:23Z")

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Hi all! How i can run dedicated server for a game?

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**Author:** ![anonymous\_user\_0fde2d8f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0fde2d8f](https://forums.unrealengine.com/u/anonymous_user_0fde2d8f)\
**Post date:** [April 24, 2018, 5:16pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/32 "2018-04-24T17:16:31Z")

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how is this game different from the rest of world game? for example counter strike, gears of war games are already there.explain why? reply ASAP

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**Author:** ![midix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@midix](https://forums.unrealengine.com/u/midix)\
**Post date:** [May 25, 2018, 6:39pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/33 "2018-05-25T18:39:29Z")

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It’s not a production-ready or unique game “as such”. It is more a tutorial for using Unreal Engine to implement common game concepts into your project, so you yourself can create something new and different.

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**Author:** ![anonymous\_user\_5343005d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5343005d](https://forums.unrealengine.com/u/anonymous_user_5343005d)\
**Post date:** [July 9, 2018, 1:15pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/35 "2018-07-09T13:15:52Z")

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The weapon ray difference you mentioned is part of those known issues and will be fixed.

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**Author:** ![anonymous\_user\_b9ad9589](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9ad9589](https://forums.unrealengine.com/u/anonymous_user_b9ad9589)\
**Post date:** [December 11, 2018, 2:01pm UTC](https://forums.unrealengine.com/t/announcing-section-5-of-survival-game-networking-your-game/30979/36 "2018-12-11T14:01:40Z")

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> [@](#):
>
> Section 5: Networking your game.
> 
> **[Visit Project Page](https://wiki.unrealengine.com/Survival_sample_project)**
> 
> **UPDATE: [Wiki Docs](https://wiki.unrealengine.com/Survival_Sample_Game:_Section_5)are now available for this section!**
> 
> We’re announcing the fifth section of the survival sample game today! The documentation will be available in about a week, in the meanwhile you can follow the progress by downloading the project through at [GitHub](https://github.com/tomlooman/EpicSurvivalGameSeries).
> 
> \*\*Features \*\*of this section include weapon [kissanime.software](https://kissanime.software/) [groupme.onl](https://groupme.onl/) [letgo.onl](https://letgo.onl/) improvements such as reloading and accuracy. Zombie damaging attacks and movable items to make the environment more dynamic.
> 
> The **documentation** this section will focus on replicating data between server and clients to network your multiplayer games.
> 
> ![section2_overview02.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/c/2/c2e9d70c88c40fcbedd7992aa05cc37ad571470c.jpeg)
> 
> ![survival_section5_movingobjects.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/e/5e31816a50d66a601ccb2a55511e72172ff0bc46.jpeg)
> 
> Known Issues as of section 4
> 
> - Rifle impacts never despawn.
> - Weapon rays are calculated from camera center instead of weapon, causing issues when enemies are close and a difference between server and client FX.
> - Bullet trail moves to 0,0,0 in worldspace.
> - Physics simulation is choppy on clients on dropped items.
> 
> **[Visit Project Page](https://wiki.unrealengine.com/Survival_sample_project)**
> 
> **UPDATE: [Wiki Docs](https://wiki.unrealengine.com/Survival_Sample_Game:_Section_5) are now available for this section!**

Thanks for the realease always makes these releases anticipating. And also thanks for the latest hotfixes, makes so many things better than what it already was and also fixes so many bugs and glitches.

Thanks.  
Regards,  
.

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