Ongoing C++ Gameplay Example Series: Making a Survival Game

Hi there !

As usual thanks for your contribution mate!

Just my 50 cents, I’ve quickly read through parts of the code, and since you like good practices, 's my contribution:

  • You’re sending Client messages using FStrings, it makes more sense - in terms of bandwidth, performance - to instead send a uint32, having most of the messages hardcoded on the client. All the client has to do, is open the map of those messages (stored in an XML or w/e), and they get their message. uint32 vs FString… And use that solution for special unpredicted messages, or well, just a combination of both sendClientMessage(uint32 messageID, FString replaceString);