Hi!
7dfps is my first real work in UE4 so the following questions/comments might be obvious to folks, but I’m including them in the hopes that someone finds something useful.
Networking Questions:
-
How do you recommend a remote team test network games? We’re used to having a master server to connect to for creating/finding/joining games, dealing with nat punchthrough, etc. From digging into it it appears that UE4 doesn’t have those capabilities right now. For distributing a game jam game, how should I best instruct players to create and find games?
-
What’s the best way to handle a value that needs to be controlled by the client but replicated across all players? For example, in my game the guns are lasers mounted to the head of a t-rex. When the player looks up and down I adjust the rotation of the neck so the head/guns are pointing in the direction that the player is aiming. Right now I’m using a custom event to send that value to the server, which then replicates that to all clients. Is there a better way to handle this? It may also be worth noting that the variable and logic are currently all in the character blueprint. Would the behavior change if it was in the player controller blueprint instead?
-
How does variable replication in animation blueprints work? I see the option for variables to be replicated, but I couldn’t find any examples in the docum
-
What’s the recommended way to persist data across levels? Any gotchas to be aware of?
Misc Comments:
- When spawning 2 clients for testing network stuff, I get this warning repeatedly and I don’t know what it means, but it kills performance (60fps->7fps) if I have the output log visible:
LogNetPackageMap:Warning: FNetGUIDCache::SupportsObject: LandscapeHeightfieldCollisionComponent /Game/Maps/UEDPIE_2_arena_1.arena_1:PersistentLevel.Landscape_0.LandscapeHeightfieldCollisionComponent_44 NOT Supported.
I have a similar issue if you’re standing on top of a BSP brush instead of a landscape.
- I’d really love to see a tutorial around creating an animated mesh in blender and importing it into UE4 with scale/orientation/etc all handled properly. We’ve found a set of steps that is (mostly) working for us but a straightforward set of steps to follow would have been hugely useful.
I’ll post again if I think of any other questions/issues but that’s what I’ve got for now. Looking forward to the stream!