Tutorial: Networked Physics - Gameplay Tutorial

Tutorial for learning how to develop multiplayer physics-based gameplay which handles physics-resimulation

https://dev.epicgames.com/community/learning/tutorials/3dKz/unreal-engine-networked-physics-gameplay-tutorial

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Fixed an issue with the Explosive where it would desync the client temporarily if you resimulate just after interacting with it.

Since the cooldown is just local it doesn’t get corrected when we rewind back to before the explosion action was applied or enqueued.

I implemented a simple local state history for the cooldown which works for actions like this, we don’t need to replicate the cooldown state for it to work.

Also showcases the use and existance of a resim callback: FExplosiveAsync::FirstPreResimStep_Internal()