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.
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?
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!
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’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?
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 !
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.