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Unreal Engine Livestream - Networking in UE4: Server Optimizations - Jan 17 - Live from HQ

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    [LIVESTREAM] Unreal Engine Livestream - Networking in UE4: Server Optimizations - Jan 17 - Live from HQ

    Click image for larger version  Name:	twitchstream011719.png Views:	1 Size:	461.5 KB ID:	1572883





    WHAT
    Join us for our weekly Unreal Engine livestream. This week we'll be joined by Ryan Gerleve and Dave Ratti to discuss general server optimization in UE4, as well as techniques and solutions to improve your Actors' performance in a networked environment. In addition to this, they'll provide insight into the Replication Graph and answer any questions you may have.

    WHEN
    Thursday, Jan 17 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube
    Facebook

    WHO
    Dave Ratti - Technical Lead
    Ryan Gerleve - Lead Network Programmer
    Tim Slager - Community Manager - @kalvothe
    Amanda Bott - Community Manager - @amandambott

    Have questions on the topic? Toss them in the comments below and we'll try to answer them on the livestream!

    COMMUNITY SPOTLIGHTS
    What Never Was
    https://forums.unrealengine.com/comm...ojects/1571402

    FrostRunner
    https://store.steampowered.com/app/934840/FrostRunner/

    Baroque Room
    https://forums.unrealengine.com/comm...ojects/1571413


    ARCHIVE
    Last edited by VictorLerp; 01-18-2019, 02:52 PM.

    #2
    Ohh great!! Can't wait!
    UE4 Development [TARTARUS | Object Inspection System | Pattern Lock]
    Let's Connect [Twitter]

    Comment


      #3
      Perfect cannot wait!
      Outer Planet Studios
      http://outerplanet.webflow.io/

      Comment


        #4
        Hi, I'm kind of new on UE4 but I work a lot with web, docker, aws and k8s, and I have a lot of questions:
        1. to ship a production server or a docker image, is there a ideal base image like alpine, ubuntu or debain?
        2. are other important stuff to optimizations like char encoding encoding or network setup in the image?
        3. when you should consider multiple servers like using k8s is there a metric for concurrent users or latency?
        4. Is there a place to find more materials about using containers to ship UE servers?

        Comment


          #5
          how do you stream

          Comment


            #6
            1. Are there any plans to refactor GameplayCues to use some modern engine facilities ? (AssetManager).
            2. Any particular reason why, replication of variables/dispatching of RPC is single threaded ?

            3. If there is a lot, and I mean a lot of replicated properties, does all of them must be iterated at the end of tick to see if the changed, or is there way to tell engine, "look I'm sure it didn't changed and I will tell you when it does".


            https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

            Comment


              #7
              Your countdown timer is for 2am.

              Comment


                #8
                great topic for a stream.. so much information one needs for networking in Unreal.. looking forward to it !

                lol & the countdown IS set to 2 am ^^^ VictorLerp Kalvothe

                Comment


                  #9
                  wow can I join your coding team I wanna learn to code that's my dream please

                  Comment


                    #10
                    1. How can we force relevancy for actors in Replication Graph for specific connections, regardless of net cull distance - while still benefiting from the priority-based replication?

                    I've created nodes which add actors to relevancy, but they are still culled by Net Cull Distance regardless. Currently the only way around this is to force replication graph to set DistancePriorityScale to zero for the objects entire class. They are still culled by spatial nodes, but no longer benefit from priority-based replication.

                    Also, there are several legacy network relevancy conditions that exist in actors that replication graph still doesn't support (such as objects the player 'owns' always being relevant to them regardless of culling) - will this stuff come back?

                    Comment


                      #11
                      What happened to the stream is it going to happen? it said 2.00 a.m and then 2.00 p.m. Has it been postponed?

                      Comment


                        #12
                        great!!!!!

                        Comment


                          #13
                          Originally posted by iniside View Post
                          1. Are there any plans to refactor GameplayCues to use some modern engine facilities ? (AssetManager).
                          2. Any particular reason why, replication of variables/dispatching of RPC is single threaded ?

                          3. If there is a lot, and I mean a lot of replicated properties, does all of them must be iterated at the end of tick to see if the changed, or is there way to tell engine, "look I'm sure it didn't changed and I will tell you when it does".

                          I believe what you are looking for is Net Dormancy for the actors that dont need to be updated. This stream covers this technique pretty well!

                          Comment


                            #14
                            https://clashroyaleapk.net/clash-roy...ivate-servers/

                            Comment


                              #15
                              anyone have any idea where to find this timer value in the engine https://youtu.be/mT8VUVuk-CY?t=4328 ? to change from 32bit float to higher precision?

                              Comment

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