Hi. It’s a week or something since I have been on journey through the Unreal Engine 4. It was really great experience to learn about such professional tool. I am using past tense now because I do feel like stumbling into a sort of blocker here.
About actual topic now. After successfully building dedicated UE4 server yesterday, I’ve realized there isn’t probably some easy way how to persist changes to the game world. I mean players can mine out tunnels or place down items. Authoritative server is best for such actions for sure. However it might be necessary to restart that server time to time or it may even crash.
I do understand generally principles of binary persistence (or serialization if you like). However what I am confused about is how to interconnect this with replication, if at all. I am thinking that client would need to be probably distributed without any maps and server should send those upon connection. Ideally some sort of streaming to send only partial map covering nearby vicinity of the player. I assume this is something that UE4 cannot help me with, am I right?
When I was about to almost give up, I have bumped into the Photon Engine solution and I am wondering if that’s something that could solve the problem without diving much into C++ coding. Mainly I am concerned how to actually have UE4 server which runs logic connected with Photon that handles networking. That’s bit over my head currently.