If Epic ever get around to finishing this , it should help. But the tutorial seems cursed basically…
Apart from that eXi’s posts are insightful, but BP networking feels sporadic, not all encompassing
You may have to handle floating point precision MP origin shifting too, but help is at hand there.
But what if the game is physics heavy? After watching this even shootable barrels must be a PITA!
But the biggest unknown for me by far is, what do you get for free from the engine by default?
In UDK there were rich built-in gametypes such as UTGame that helped simply things greatly.
You pretty much got auto-replication of standard weapons / projectiles, vehicles, characters etc.
Ok, it broke down with physics and crowds etc, but it still helped create fast LAN prototypes.
Even Kismet made basic MP possible… And while Set-Location etc wasn’t replication safe…
If you combined it with the Teleport node it did essentially force updates from server to clients.
But what’s readily included in UE4? Haven’t got a useful picture on that yet, except maybe try this ?
But you’re right to look at multiplayer asap, why limit your game to single-player.
You need to either include that or have interesting plans for killer AI in my view!
Lol I’m knocked out, I think if there’s a more solid workflow for multiplayer in the near future I may attempt it. But right now there’s no point in being too overly ambitious just to hit a dead end, making a killer A.I Seems a lot more possible.