QUESTION: Are you planning on attending PAX South. Will there be a way to submit to join UE4 games to join you in booth during the convention?
QUESTION: How close is Epic to having a MMO like network architecture for us MMO devs to use?
What’s new about Cascade 2.0?
I can’t speak for Epic but as a person that’s done multiplayer, that question doesn’t really make sense. An MMO is required to maintain an increble number of different network connections. Better would be to figure out what you want and start building.
Ex. Managing inventory (example crafting) is a relationship directly between the player and the server.
However if you had an animation that would play when crafting you would like to show that animation to the other players that are within range.
UE has a good system for propagating these kind of state information between users.
MMOs have to make pretty extreme decisions due to network requirements. If you can constrain the number of users in a “zone” (even an invisible one) then you could use the Everquest model of having everyone tell the server thier information, then the server processing and communicating that information back out to every user.
That’s a User -> Server, Processing then Server -> Every user.
If instead you either don’t want zones or limits of the number of users in a close proximity then you might want to have the server serve all information. Most multiplayer shooters instead have the users update each other (makes a more responsive game). was the planetside model. can allow for incredible hacking and requires the server constantly sanity check what’s going on.
In short Unreal has both systems in place (direct player -> server) and player to player (synced objects) but an MMO requires significant logic on top of the tools they provide. I don’t mean to talk down to you if you already knew but I’ve found most people discussing creating MMOs don’t have a background in network state management.
To elaborate on , there are so many different ways to proceed with networking for an mmo, as well as many many things to consider based on a games scope. One of the biggest things I notice that people forget about is how to set up (and knowing the difference) between asynchronous and synchronous communication (which you briefly touched upon in your response). How you have the information split up, what will handle what information and be sent where… so much to consider.
I do however, think that a base or template could be created and used. And then let each team or company modify that as needed for that games scope. Or a few different templates if you will. They would be just that though, templates without much real functionality, as each game has its own requirements.
The benefit is that those without any server/network experience can see the very basics of how a generalized network for an mmo is set up and can learn and build upon that. It could also give more newcomers to game design/development, especially mmo development, a better idea of how the basics are set up and the work needed from programmers to server and network engineers.
QUESTION: Is it possible to get more frequent updates to the branch release tag?
QUESTION: Any update on the “Cook On The Side” for rapid mobile deployment Josh Adams mentioned in post? ( https://forums.unrealengine/showthread.php?15356--REQUEST-Fileserve-like-Havok-Vision-engine-for-rapid-prototyping-on-mobile )
Hi guys
QUESTION: I would love to know what’s the status of the Editor For LINUX?
I would love to stay on linux all the time
Thank you
Perhaps checkout RakNet, which Oculus recently acquired and open-sourced
Website = ://www.jenkinssoftware/
GitHub = https://github/OculusVR/RakNet
on that note
[QUESTION] Will we be seeing RakNet intergrated and supported natively by Epic Games for UE4?
And what are the pros / cons of UE4’s current net code compared to RakNet (I’m not a network programmer)
p.s. my alias on Twitch, etc is BLOODTIDE12
QUESTION:
Will we able to buy things from the market place if we are not active subscribers?
Instead of RakNet, I would like to see a peer to peer - classic networking hybrid. Hopefully, Peer to Peer support is already on roadmap.
There are some people in community trying to create an efficient and cost effective MMO neworking system plugin https://forums.unrealengine/showthread.php?22928-Next-Gen-MMO-Plug-in-for-UE4
Ah yes I was trying to find that thread to post alongside RakNet before the UE4 Twitch stream started.
Glad you’re aware of that forum thread
Yes you will be able to purchase items without an active subscription.
Yep we will be posting shortly.
Can we get any update on Android ES3.1+AEP, GL4 support merged into main? It’s listed on the Trello board for August but I’ve been unable to find any reference in the Github. Tegra K1 tablets/set top boxes are shipping and I’m trying to reproduce the performance shown in the Google I/O keynote. So far all of the Android builds have had extremely poor performance along the lines of the Adreno 320. The trello says it’s not merged into main, is it possible its only located on an Epic internal source control system.
Would it be possible to get it checked in to the Github even if on it’s own branch so we can start trying to figure out the capabilities of the K1 + Unreal Engine 4?
Thanks for any assistance possible.
QUESTION:
Will there be per-purchase confirmation for people who are using PayPal?
As currently I am using a billing@customdomain email that is tied to my company’s PayPal account and is shared with multiple users on my team. was done by me requesting them to make a www.unrealengine account and than provide me with their account details + temporary password, at which point I filled out the billing information with my company’s PayPal and finally gave the account back to them to change their password.
Now with that being said,
could be very problematic for me if each user who is connected to PayPal can start to make purchases at any given time.
Follow-up [QUESTION]
what are Epic Games plans for bulk billing + invoicing???
Was weeks stream saved in the video list on twitch? I can’t seem to find it, only last weeks twice.
[EDIT] Nevermind! They just both have the same title name. I clicked the most recent and its weeks!
Hoping to tackle the integration next week, not sure ETA of when it will be fully available via main.
Hey all, the recorded stream is now up on youtube!
https://www.youtube/watchkkyNeZtGYY&list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB&index=41
Thanks so much for the update I’m really looking forward to determining if the ADT-1 is a viable gaming platform. It would be nice if we could get the code available in github even on a fork or seperate branch. As I understand it might take a quite while to get the integration completely done.