I’m up to my usual tricks with this learning/technology test. This is 25 clients all running on my home PC, along with a dedicated server.
One client is a regular client, the rest are headless, courtesy of the null renderer (nullrhi).
To get the client working headless I only had to change ONE thing, which was to disable Niagara (particle effects). Not sure if that’s intended? It’s a CPU effect.
I’m using automation, and a little controller trickery, to get my headless clients to use AI for movement, but other than that to behave like regular clients.
Everything is running at a good rate, but these are not even game exe builds - this is 25 instances of the editor running my test level! So in other words, to test my multiplayer code I don’t have to prepare anything special; just run a batch file to run loads of client instances.
Another thing I appreciate is the Null OnlineSubsystem. This allows your code to use a proper sessions API for creating, finding and joining games, but with no actual online service!
Please forgive my enthusiasm. Just happy to find these capabilities!