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How do I send and receive custom network payloads outside of replication?

I’m talking, like, my own ‘packets’ and communicating with UNetConnections and such. Is there support for pushing stuff through the network driver without cracking the engine totally open and cannibalizing its insides?

Initially I’d use it for some time syncing and calculations (which I’d really like to get as something in the UGameEngine, as they doesn’t pertain to any particular world, nor should they rely on actors), and eventually for experimenting with some alternative networking ideas - batch-sending physics data outside of the actors themselves, for example. It’d be handy when trying to really lock down the execution order of these things, such as sending, caching, processing, client inputs and server->client physics data before any ticking, for example.

Some pointers, at least, would be nice :slight_smile: