Hello, Unreal community!
I am not sure about where to post this, because it’s not too much about gameplay code but rather closer to the engine layer. If I chose the wrong section feel free to move or delete this topic.
So after a long time considering possibilities, I stopped working on my own engine and started to study this one, considering how I will implement the stuff my game idea needs. The most important feature I want to implement is [ONLINE]. Said that, this has been my focus of study in the last couple days when checking out the source code and example games. I liked the replication module, it’s cool, but I am not sure if it will be enough for a fully online game with ambitious goals. Wouldn’t it have security pitfalls? Also, I’m much more comfortable with the traditional, lower-layer way: dedicated server done from scratch and the communication through encrypted binary packets with opcodes.
And my question is: does anything like this exist in the engine? If not, what would be the best way to approach it? I just need a way for the clients (Unreal) to connect to a non-unreal server and communicate with it through a low layer approach (byte buffers/char arrays).