I’ve read the previous answerhub messages regarding creating dedicating servers but I found the whole process really troublesome. I was wondering if the process had gotten any easier on 4.12 or does it still require downloading and compiling the editor source code?
Thanks, Moynzy. I have other question, lets see if u can answer it. If u have functions in a dedicated server, loaded on server, when u replicate it to clients, clients have the same performance as server which has to load all the functions of the server all the time. I say it cause i am designing a MMO with free world, and i have to know how to put npc areas without lagging all clients at the server, let only server load those events, only replicate to clients at x distance, then clients should only load wich replicates to em no?
Thanks, is a network question that i had from lot of days to today. I am working with zombies with float movement pawn, and a leader zombie to spawn, control and give orders to the others, even u can put 200 in a server without throwing less than 40 fps, i would like to have a huge world with the time, is this possible with ue4 server-client system. Thanks for everything!
Thanks, Moynzy. I have other question, lets see if u can answer it. If u have functions in a dedicated server, loaded on server, when u replicate it to clients, clients have the same performance as server which has to load all the functions of the server all the time?. I say it cause i am designing a MMO with free world, and i have to know how to put npc areas without lagging all clients at the server, let only server load those events, only replicate to clients at x distance, then clients should only load wich replicates to em no?
Thanks, is a network question that i had from lot of days to today. I am working with zombies with float movement pawn, and a leader zombie to spawn, control and give orders to the others, even u can put 200 in a server without throwing less than 40 fps, i would like to have a huge world with the time, is this possible with ue4 server-client system?. Thanks for everything!
PD: The pawns are on movement, cause of that 200, hordes have to move, and zombies only active gravity on near player, so is no problem about that, even with compiled and built version, u can handle 400 zombies, not bad done their performance, but i need to know how will work in ue4 system at replication… Who suffers more?
good night, and nice to see people like u helping other noobs like me