i have started learning network multilayer implementation on ue4. i started watching udk.com official tutorials on youtube but there will be a lot of questions there.
first one is there is a “authority remote” node in blueprint that checks if something has happened on a client or on server and after that lets that happen. but what if i want to differ something on diffrent clients.
how can i make that? for example more than just 2 players that one is server and one is client.
next question is in blueprint implementation we dont care so much about diffrent players and we just implement behavior for one character that is just one actor and in multiplayer every client or server just takes controll of a copy of that actor and changes in games just applies to copy of that actor but what about costomizations in coding or blueprint.
what if we want every player have a diffrent character model.
in tutorials in engine server and client window opened in a same computer which means i think server and client are running on a same machine but how can make clients rn on other machines.
i think if i want to learn a complete process of multiplayer implementation its better to explore fps shooter example project but the version of ue4 i got has no sample project. i think it should be in open projects when first time we open ue4 and in market places in fornt of its name just is written"coming soon".
thank you for helping.