Training Livestream - Understanding Replication in UE4 - March 21 - Live from Epic HQ

I’ve got a few suggestions for topic matter, that at least from my perspective, would provide a lot of value, especially for developers who’ve recently migrated to UE4.

A CURRENT ( 4.15, 4.15.1 ), ACCURATE, BEST-PRACTICES, walk-through taking us through the design & construction of a basic, yet functional, properly replicated, server-authoritive, multiplayer project setup.

The KEY here is that the setup and architecture of the demo project be validated by Epic’s Senior Engine & Networking Engineers and what is demonstrated is “A” CORRECT application of the core Gameplay classes as they were INTENDED to be used, and a solid little setup of a simple, custom Pawn Actor from scratch ( not a Character from one of the templates ) so that it properly replicates during spawning, input and movement.

If we can get that far, I’d also like to get into implementing our own client-side prediction component for that Pawn, similar to what’s built into the Character movement component but more universal, and of course technical detail on implementing networked physics simulation as and mentioned.

My last suggestion idea would be a walk-through of how to mod the stock VR Template to properly support Multiplayer and Replication. I think quite a few VR developers are going to run into that one…

I know I went through that whole learning curve, and it wasn’t fun, really, it was more like a compound stack of learning curves all at once… As I just finished a crazy deadline to deliver a VR Project that supported cross-platform multiplayer/replication between my GearVR mobile client and my Win64 HTC Vive client… I was researching in circles and digging through all sorts of outdated or incomplete documentation in order to finally break through and get that puppy working.

Anyway, looking forward to the Stream and the discussion.

Thanks!