Hello Everyone,
So I am currently trying to make a Top-Down Shooter using UE4 and am having a little problem understanding the network side of things.
Couple questions
- How do I handle movement, should it be sent thought the server or locally on the clients?
- I have been reading the documentation on https://wiki.unrealengine.com/Networking/Replication but I dont really understand what these pieces of code are for
void AYourCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
// Replicate to everyone
DOREPLIFETIME(AYourCharacter, Health);
}
bool bSomeBool;
void SetSomeBool(bool bNewSomeBool);
UFUNCTION(reliable, server, WithValidation)
void ServerSetSomeBool(bool bNewSomeBool);
void AYourPlayerController::SetSomeBool(bool bNewSomeBool)
{
bSomeBool = bNewSomeBool;
if (Role < ROLE_Authority)
{
ServerSetSomeBool(bNewSomeBool);
}
}
bool AYourPlayerController::ServerSetSomeBool_Validate(bool bNewSomeBool)
{
return true;
}
void AYourPlayerController::ServerSetSomeBool_Implementation(bool bNewSomeBool)
{
SetSomeBool(bNewSomeBool);
}
I just don’t know why they are used and how to use them can anyone elaborate better than the documentation? Something like Changing player speed how would I go about this I know locally it’s done through CharacterMovement->MaxWalkSpeed
Thanks as always