I don’t have the engine but will be subscribing soon, and I am wondering what kind of capabilities Blueprint has concerning replication and client/server networking management, or if that is possible at all without C++ programming.
I wasn’t able to find anything in the documentation concerning networking at this time, but I may have missed it.
Networking/replication support is available in blueprints. You can create replicated variables, function calls, etc. I’m not sure we have the documentation/tutorial up for that quite yet, but I know it’s in the works! If you run into any problems or have a specific question, let us know :).
Epic games, with the might of blueprint you have given me a great power, a storm brews in the West, in the land of Nova Scotia…
I was once a master of kismet and soon, I will return as a master of blueprint…
Thanks so much for the awesome launch guys! Sorry I just watched like 6 hours of Lord of the Rings on DVD got a bit weird for a minute…
Will definitely be checking the wiki and documentation periodically for any new articles!
This is exactly what I wanted to know. As someone who dabbled with networking and PlayMaker- getting something similar working in UE4 sounds pretty fantastic!