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

[MENTION=8] [/MENTION], [MENTION=34]Gerleve[/MENTION], thanks for the stream and for the explanation about TickFlush. This helped me to get some confirmation for my assumptions how things work around UE4 replication.

My follow up question is: I want to send network updates from another thread at fixed intervals, what would be best approach to something like that using built-in UE4 systems? Syncing data on Tick before sending isn’t alternative (too much lag for networked physics since I need to do physics async to Tick).

My current assumption on how one could do this using steamworks:

  1. Create session
  2. Get players / server addresses from PlayerControllers
  3. Use (steam) sockets to send/receive manually serialized data between client/server
  4. Potentially use built-in replication for less time intensive data so one can keep the manually serialized data structure simple.
  5. Handle rest like usual

Is step 2 valid approach for something like this or is there some better way to that or the whole approach in general?