Unreal Engine Livestream - Networking in 4.20: The Replication Graph - July 19 - Live from Epic HQ

WHAT
Working on a multiplayer game? Are there many players in-game together? On this livestream, our networking team will demonstrate 4.20’s new Replication Graph Plugin and the server optimizations that were implemented for Fortnite Battle Royale.

WHEN
Thursday, July 19th @ 2:00PM ET - Countdown

WHERE
Twitch
Youtube
Facebook

WHO
Ratti - Technical Lead
Ryan Gerleve - Lead Programmer, Network
Tim Slager - Community Manager - @Kalvothe](http://twitter.com/kalvothe)
Amanda Bott - Community Manager - @amandambott](http://twitter.com/amandambott)

ARCHIVE
Networking in 4.20: The Replication Graph | Feature Highlight | Unreal Engine Livestream - YouTube

1 Like

Awesome! Im gonna take a day off to watch this so please dont cancel it!! :slight_smile:

Great, Thanks guys

Please check your date in unreal launcher because it said jul 17, 2018

se me crashea y me pone lo de unreal engine 4 si me pueden ayudar…es la primera vez q me pasa

Great looking forwards to the stream thanks guys,

hopefully I remember to attend this one :}

Dumb fortnite

fortnite game all cool,awesome and fantastic

Thanks! Updating the Launcher info :wink:

Not sure how much of all those things we’ll dive in to this time around, but we can always work on scheduling more!

It would be rad to have something simple that also, on the surface, can seem complex. For instance, it would be nice to know how projectiles look so smooth, even though projectiles with replicated movement seem to jiggle around instead of interp in a smooth fashion. I suspect this is because dummy projectiles are being created for clients, while the server handles the “real” one that simulates damage. This would be a SUPER handy lesson, as it really accentuates the strengths, weaknesses, as well as the ins and outs of replication. It really drives home the client-server relationship IMO. Anyway, thanks for all the high quality content!

Just some coverage of advanced subjects like prediction, lag compensation, and the proper sequence for firing off client, server, multicast events in order to achieve a responsive look on clients, would be much appreciated.

Your countdown link is broken, it shows 14:00 in local time not that specific timezone.

I agree, this would be nice. Though, it’s probably way outside of the scope of one of these videos, i would absolutely love to see a more complicated topic like this in a 2-3 part mini series. Replication can take a bit to wrap your brain around. When you finally feel comfortable with it, there seems to be a certain amount of voodoo that doesn’t really get covered. Prediction, lag compensation, best practices for responsive gameplay, optimization, aesthetic considerations (how to make things appear fluid over network)… are all a little daunting to someone who is working on a multiplayer project.

where can i find this if i missed the stream?

Amo ahora a fortnt por que esta jugando mi youtuber mi dios VEGETA777
;):o te amamos wigeta no solo yo si no todos los que están contigo

Loved the stream! We definitely need a part 2 and possibly 3 because we didn’t finish with and Ryan didn’t get to do his thing at all.

Also, in the source code comments, I see the mention of “ShootGame”. It seems there’s an example project. Any chance we can take a peek at that?

That is the ShooterGame example project from Epic Games. You can download it from the Learn tab of Epic Games Launcher.

Later on youtube or now the VOD on twitch.

Is the 4.20 version of Shooter Game example project, you can find it in the launcher under the Learn tab.

EDIT:

Ninja.

Please make another part to cover what was missed along with Ryan input on what he missed talking about :slight_smile: .