@EmreBugday @Indorile @EntrpriseCustomr
Thanks for the replies!
I’m worried that my post is being misinterpreted, as the earlier responses were based upon “general purpose rollback”, and it seems the later replies are now about “pre-made frameworks”.
GGPO isn’t a framework, it’s just a middleware that (mostly) involves networking/inputs.
Heck, I’d be happy if anyone would be able to get GGPO working in the most basic implementation possible in UE4, just basic 2.5d movements and a single action input. There’s very few requirements/limitations as to what GGPO requires; those things are unfortunately just not the easiest to achieve in UE4 (such as being deterministic). You can view those requirements near the beginning of my link below.
If anyone would offer one that works well on the marketplace, I would grab it simply to see how they managed to get GGPO working in UE4.
On topic, I was expecting more a community effort to get things working. Many minds working together should be as capable of solving the problems as much as a single very experienced developer. Likewise, if one very experienced developer is able to pull it off, they could likely make a lot of money marketing their UE4 solution as AAA studios would likely even be interested!
It’s true that only actual fighting game players would be the ones looking for a rollback solution, but the players are certainly very aware! And the recent trend (using KI, Skullgirls, Power Rangers, and Riots new fighting game as examples) seems to be knowledgeable players becoming the ones to design the fighting games!
But yeah, I understand “pre made frameworks” have their own limits. GGPO is tested and proven, able to support games extremely well and not harshly limit them, and isn’t a framework as much as a middleware. It’s quite basic when you’re not trying to implement it to UE. Documentation for the dev guide visible here as example: https://github.com/pond3r/ggpo/blob/…eloperGuide.md