Come Learn Blueprint Multiplayer with me! (aka 's a Glutton for Punishment)

how did you positioned clients windows in this nice grid ? I opened your project, but couldnt find any specific settings for this.
No matter what I put in New Window Position in Editor Pref, windows in my project always gets spawned in row. Really hard to control it.

thx!

This is awesome, my pawns are replicating just fine, but i can’t stop thinking about setting transform inside the tick function and sending it to all clients… even tough using quantized rotators and etc.

Imagine I have a powerfull server which produces a ruge amount of frames per second… isn’t it flooding the network?

Have you guys found a better approach to it?

Is this thread still applicable?

I visited it and got my custom vehicle pawn code replicating because of the earlier posts. However, server side running all physics of the clients just isn’t quite enough. I need to get the clients to control and make the server replicate that transform to the other clients.

It’s been a while since I revisited this post, but I’m still using the core of it for some work and ti’s working well. I even got split screen working with it! :smiley:
Osok> Not quite sure what’s up with that. It’s a bit complicated getting the inputs replicated but doable for sure. Can you provide more info?

I seem to think I had to rearrange them each time :confused:

then it got saved in engine somehow, because when I open your project, it still pops up like this.

Hi ,

I’m using 4.10 to try and replicate what you did with choosing which player start to use. I come up with an error about the function already being used. I can use the override in the GameMode to use it instead, but it says that it isn’t marked for Blueprint replication, so I can’t access the function in other blueprints. Any idea why this is or a fix to this?

Thanks!

im getting error in BP_MP_GAME and BP_MP_PAWN, the error is "the function name in node ‘Choose player start’ is already in use

Excellent thread, thank you! Im using a replicated float var to update gun (aim) pitch in animBP. The result is working but has super laggy/jittery updates when looking down scope, compared to the not server version. Any idea how to smooth this out? Scared to use a tick event and doubt its a good solution but will give it a go later. Any other advise would help me sleep better at night… thanks a ton !

That playlist you’ve linked to has been removed.Is there any other way I can find it?

Is this starting multiple windows in release mode? or only in simulation? do you know a way to set each window to a single screen?

Hi ! Thanks for all your work here! I think what you solved here is what I’m looking for, but I have a couple questions! Is this solid enough to ship? Have you tried this over an internet connection? Does it seem to be expensive on bandwidth? Here is my specific scenario! Floating Pawn player (Def. Pawn Class) doesn't replicate movement - Multiplayer & Networking - Epic Developer Community Forums

EDIT: I just got something to work perfectly for me. Thank you for your post! It got me in the right direction!

file not found
playlist also not found

Here’s an updated link to the files: Dropbox - BPMP_20140417.zip - Simplify your life

And, here’s the link to the playlist. It’s set to unlisted . Likely due to it being out of date:

Cheers,

There’s also a newer video that’s very informative:Replication | Live Training | Unreal Engine - YouTube

This is a great thread. I followed Toms example but with my pawn movement for VR. It plays fine in the Editor for 2 player, but trying it on 2 machines with using ?Listen -game and XXX.168.1.345 -game in shortcuts for each machines copy fails - it seems like each machine starts a server. I get no problems running multiplayer with another map e.g ThirdPersonExample. Any clues?

At least on 4.21 even after fixing the project errors the pawn doesn’t behave as expected anymore (and also doesn’t properly replicate). Didn’t dive too deep into checking it tho.

So, in Unreal Engine 5.1 has any tips, clue or something to help to start with blueprints?