Oooo Multiplayer! This is my jam!
I know this is a training stream - but I do have quite a few questions. I’d also like to draw attention to a few areas that myself and a few others think could be improved.
Not really a question but, a few of us have been piling resources into trying to get a system for replicated PhysX movement with prediction and reconciliation. There’s a big thread here, and I have an open-source GitHub project Here. Obviously this is a huge problem and difficult to tackle, but it’s something lot’s of people have been asking for for a while to do things like properly replicated vehicles and suchlike (UT currently uses client-authority). I’d like to draw attention to this project so that we can hopefully get some information from engine peeps.
Is it possible that in the future, Character Movement Component might be divided up into smaller chunks to make it not only easier to customize - but also easier to adapt for other movement styles? I’ve actually made some progress on this already but it’s a lot of huge engine changes, so it’s probably better for Epic to do something. The end goal would be to have a nice system for replicating PhysX objects with prediction, and non-physX objects with prediction too.
Could it be made possible to send children of structs via RPC’s? In my movement system I have a “master” struct for sending input - and I want children to be able to use the same movement component class but send their own “Input” struct to the Server, without creating Server/Client functions for each struct type.
^^ Most of these are all related to Movement Component features.
Could we at some point have an updated Content Example, which contains C++ code for Matchmaking, Beacons, and using Game and Party sessions. ShooterGame was great but is very out-of-date now, and Unreal Tournament is a huge difficult to follow code base. Beacons and Parties are pretty much entirely undocumented, and those who have figured them out seem unwilling to share their knowledge. Sessions are pretty undocumented too, other than the content examples we have.
Any chance we can build Dedicated Server .exe’s from a Launcher build anytime soon.
Finally, how the heck does Paragon get away with replicating so many minions - when only a handful of characters or vehicles can usually grind a game to a halt?
I’m away in Iceland this week (!) so I’ll miss the stream, but will catch up when back