I want to change how the unreal engine handles replication
Let’s assume there are 100 actors in the level
And 10 players
In unreal all of the 100 actors are handles by the server and then sent to all the 10 client from server
I want all the 10 players to handle the replication
Like each player’s could handle 10 actors from all of the 100 and replicate data to each other.
Can anybody help me or can point me to a direction
Or someone know where is all the classes and code of networking is in the engine
So i can look into the source.
I know
I am ready to write all networking code on my own , according to my need
I just want to know where all the core networking files are in the editor
So i can look into it
And understand how it works under the hood
First: Peer-to-peer always seems like a good idea when first thinking about it, but it never works out in practice. Heed the advice of those who have tried this before, and just don’t do it. It’s more complicated, it delivers a worse experience, and solves no problem anybody actually has.
Second: The Unreal networking code lives in Runtime/Net/Core/Public/Net and in all of the UObject and reflection code with UPROPERTY and the replication stuff, which in turn lives in Runtime/Core/Public/UObject
Because a good gaming experience depends on a tight integration between gameplay, physics/simulation, rules, input, rendering, and networking, you will find that, once you pull on these threads, they go all over the engine. This is not a bug, or a design flaw; it’s necessary because of challenges inherent in the problem.