Physics (Bullet) Client-side prediction

https://github.com//NetworkedPhysics

I have uploaded my Networked Physics project that I was working on previously. Bear in mind, I haven’t worked on this for about 9-10 months so I have no idea what kind of state it’s really in. I do know, that I’ve just updated it for 4.12 and built it, and everything seems to work about as well as it did before.

  • Current issues, Client snaps due to reconciliation errors.
  • Server doesn’t sync their local pawn to clients.

Feel free to look (and contribute to) the code, It would be nice to have this simple implementation working. It’s essentially an Unreal version of Glenn Fielder’s networked physics example that I had before it went private.

It’s not set up the best way (movement should be in a component for example), but I’m doing it the quickest way just to get it working first. I’ll worry about organisation later, for now most of the heavy lifting is just done in the Pawn.