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

Just finished watching the recording of this stream - thank you for answering some excellent questions! I have a few to add that I wasn’t able to post earlier:

Can you explain why replicated variables are rounded off when sent to clients? For example, we’ve noticed that vectors seem to replicate fairly accurately (to a tenth I believe?), but rotators were being rounded to the nearest whole number.

Can you also help me to explain why the engine doesn’t “replicate everything”? My understanding of it is to minimize network traffic for smoother gameplay across devices with different internet speeds, and to prevent cheating. But I ask because I work with some folks who specialize in computer science, and they’re a bit baffled on why a client can’t be a mirror image of the server given today’s network speeds. They point out that variables should take very little bandwidth to update, while at the same time I cry “No! No replicating everything!”. I’m sure they’d appreciate a more detailed answer from a fellow programmer. c:

As a final note, I noticed that the subject of more C++ learning material was brought up briefly, and would like to add my vote towards future additions! I would especially like to see a sort of primer for those who came from UnrealScript and have no C++ experience. What is different, what is similar, how to approach mentally translating one language to the other as a starting point, ect. I can vouch that this would have helped me a lot when just starting out.

Any feedback on these would be greatly appreciated - thanks!