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Network Multiplayer Fundamentals - February 27 - Live from HQ

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    [LIVESTREAM] Network Multiplayer Fundamentals - February 27 - Live from HQ

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    WHAT
    Creating a networked multiplayer game isn't easy, but Unreal Engine's gameplay framework is designed to set you up for success. On this episode of Inside Unreal, Technical Writer Michael Prinke will cover fundamentals such as the server-client model, various features of replicated Actors, and best-practices for efficient networked games.

    WHEN
    Thursday, February 27 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube

    WHO
    Michael Prinke - Technical Writer - @Mike_Prinke
    Victor Brodin - Community Manager - @victor1erp
    Last edited by VictorLerp; 02-19-2020, 06:57 PM.

    #2
    I have a quick question, which template will be used for this one? The FPS, third person or will it be a empty project? Could you provide some project start info so the viewers can follow it during the stream? Im not asking for project files, only info so we can be prepared.
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    Artwork thread

    Comment


    • VictorLerp commented
      Editing a comment
      Michael will be using the Third-person template!

    #3
    Would be nice some tips about deploy stand-alone server.
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    Comment


      #4
      Hi

      Will be great with some tips on physics multiplayer games and how to see what you use of internet bandwidth. What is the max of kb/ s - mb/s
      Hope you will answer in the stream or here.

      Comment


      • VictorLerp commented
        Editing a comment
        We won't be covering networked physics unfortunately.

      #5
      Thanks for your reply, looking forward to this one
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      ArtStation
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        #6
        One thing that id like to see is a clearer distinction between server & client logic, Say firing a weapon,i know i should handle the firing itself and spawning of projectiles on the server side however i tend to get a bit confused on how to replicate this to a client, i.e client function, a multicast, etc

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          #7
          Will you cover Oculus VR multiplayer PLEASE?

          like create a session, join a session and invite oculus online friends to game?
          Matt Walton: Programmer and owner for WireLiteSoft Games.

          Comment


          • VictorLerp commented
            Editing a comment
            We will not cover Oculus' Online Subsystem. However, the default functions are the same no matter which subsystem you're using (Create/Join etc).

          #8
          VictorLerp ....
          MikhailPrinke ....


          #1
          Many devs want to scale up LAN prototypes to production, but its such a difficult ask sometimes...
          In particular, please offer insights into how can we work around glaring outstanding bugs like this:


          #2
          Because Epic has left some of its key learning courses unfinished or incomplete (for years now)...
          Please provide accurate info on Creating-Sessions / Server-Travel & Online-Sub-Systems!


          BTW:
          With the move into Online Services it'd really help to get Epic's POV about Hosting overall thanks!
          Last edited by ClavosTech; 02-13-2020, 10:06 AM.

          Comment


            #9
            Will MikhailPrinke cover any of the various network speed, rate, and bandwidth settings in the various config files? There is a lot of confusion about what these numbers mean and what are good values for them.

            Tangentially, a brief discussion of server vs client net update rate, how they affect games, and how they're represented and changed in UE4 would be appreciated.

            Comment


              #10
              What are MikhailPrinke 's thoughts on replicating "large" amounts of data? We create procedural meshes and textures on the server in C++, but so far have only been able to replicate very small textures (~32x32 pixels) to clients before running into data size limits.
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