I am trying to create a multiplayer game. I have a player class with both 1st and 3rd person meshes and they show up as intended. When I try to run the game, the two players can see each other move around just fine. But if I start a game using the sample level that has the stacked cubes here and there and I move the cubes around, only the player that’s doing the moving sees the changes. The cubes don’t move for the other player. It seems each player is running his own copy of the server. But how is it that each player can see other and collide with each other?
So my question is what needs to be done to create a networked multiplayer game where there is a server and clients? The old quake games had seperate code for each and clearly defined hooks for receiving events like ‘player join’ and ‘player leave’. The client/server distinction seems pretty murky in UE4. Is there a roadmap somewhere for creating a multiplayer game in UE4?