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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

    Click image for larger version  Name:	200227_NetworkMultiplayerFundamentals_Third.jpg Views:	9222 Size:	149.2 KB ID:	1723539


    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

    RESOURCES
    Project Files (log in to the forums to access)
    Exi's Network Compendium

    DOCS
    Networking Landing Page
    Overview Page
    Quickstart

    ARCHIVE
    Last edited by VictorLerp; 03-03-2020, 12:49 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.
    System
    ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

    ArtStation
    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.
    Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

    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
      System
      ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

      ArtStation
      Artwork thread

      Comment


        #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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        Comment


          #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.
              Portfolio | WordPress

              Comment


                #11
                Originally posted by alvarofer0020 View Post
                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
                That's going to be covered in this upcoming session, but you can refer to the Multiplayer Quick Start Guide for a working example of this logic. We've also re-written the Overview page with a run-down of available methods for replication, including what does and doesn't replicate "out of the box."

                Comment


                  #12
                  Originally posted by Nagoshi View Post
                  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.
                  Out of the box, you are not meant to replicate meshes and textures the same way you do gameplay logic. Rather, best practices are to replicate the SMALLEST amount of data possible, and derive cosmetic information like animation state from that. IE: You don't update the frames of the walking animation, but rather you update the character's current velocity/acceleration and the client knows to play the walking or running animation based on that. Clients all independently run their own animations, particle effects, and so on.

                  I'd approach synching procedural art assets by replicating the seed information that generates the asset, not the meshes or textures themselves, and having each machine build the procedural asset from that independently. If all your players are on the same build, then they all have the same system for constructing the object. Without knowing more about the specifics of your project, I can't make much further recommendation than that, but it sounds like you should replicate a struct that boils down the requisite info to basic primitives.
                  Last edited by MikhailPrinke; 02-20-2020, 12:55 PM.

                  Comment


                    #13
                    Originally posted by DanimalsOnParade View Post
                    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.
                    Configs will not be covered in detail during this session, as it will be focused on beginner-oriented information for building multiplayer gameplay. However, this makes a great topic for a doc update.

                    Comment


                      #14
                      MikhailPrinke Is this session going to be applicable to multiplayer on Android (without using any Google services and whatnot) ?

                      Will you cover topic (briefly) of running "headless" dedicated server and client connecting to it (e.g. running server on PC and client on Android phone connecting to it) ?

                      Comment


                        #15
                        Already a super popular thread...

                        Be there or be square like the end of an ethernet cable

                        Comment

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