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Networking prediction, reconciliation and entity interpolation?

I am currently working on a networked multiplayer game and intend to make use of prediction, reconciliation and entity interpolation (as descirbed in this article) How is this handled in UE4? Can this be achieved with Blueprint scripting or does this require C++? I have thoroughly searched through the UE4 documentation and forum posts but to no avail. Any help on the subject is much appreciated.

If I have to bet money on it I would say C++.
An engine dev would want to hide this part as much as possible and leave only some parameters that a game designer could tweak and see if gameplay wise is acceptable.

For blueprint I don’t think much if any of those is exposed, check with C++ forum would better for you.