UE4 Multiplayer Replication 101

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  • Опубліковано 27 січ 2025

КОМЕНТАРІ • 26

  • @zomgbab
    @zomgbab 2 роки тому

    when im trying to decide which video to watch on a subject, and I see one is uploaded by "its me bro", I know exactly which one to watch. Your videos are always the best man, thank you!

  • @jamesgellert1263
    @jamesgellert1263 4 роки тому +3

    Just wanted to say that thank you so much for all of these tutorials, you are doing an amazing job keep up the good works. Thank you very much 😊.

  • @hbirtt
    @hbirtt 3 роки тому +1

    This is hours and hours and.... of experience laid out for us in just a few minutes. Thank you. I have felt like I just don't understand what I'm supposed to run on server and what I'm supposed to multicast for a LONG time. I don't have a good enough grip to recognize the inconsistencies. I don't like the inconsistencies, but I feel better knowing that I'm a dumba** isn't the only problem.

    • @ItsMeBro
      @ItsMeBro  3 роки тому

      Join the dumbass club :D I'm your president the dumbest of the dumb :D

  • @CrowGMS
    @CrowGMS Рік тому +1

    THANK YOU SOOOO MUCH YOU SAVED MY LIFE THANK YOUU!!!!

  • @KWang-yy2qk
    @KWang-yy2qk 2 роки тому

    Best explanations by far on this topic

  • @FF-FAN9999
    @FF-FAN9999 2 роки тому

    Great video

  • @starscream2092
    @starscream2092 4 роки тому +4

    This replication stuff is like a coke for an addict.

  • @scottlee38
    @scottlee38 4 роки тому +1

    AHH yes! More multiplayer gold!

  • @xdragon5502
    @xdragon5502 3 роки тому +1

    Can you show how to make morph targets work in multiplayer?

  • @3dchuy
    @3dchuy 2 роки тому

    Excellent video, as a newbie to game dev I kept thinking about what I would have to consider IF I would like to make a multiplayer game or turn a single-player game into a multiplayer game. One other question and I know it's difficult to answer because it depends on the game and how you implement but... how much does performance cost (to a game with lots physic objects being replicated) compare to a single-player game?

    • @ItsMeBro
      @ItsMeBro  2 роки тому

      Honestly, I'm not sure. I doubt its super different when it comes to hardware side. As in how much ram and processing power it takes. I think its more about the connection. Because it would have to send a lot of data thru the network to update the location and the state of the physics actor.

    • @3dchuy
      @3dchuy 2 роки тому

      @@ItsMeBro Oh I see makes sense. I was thinking something like Astroneer with all the physics actors like resources, cables, etc.

  • @KWang-yy2qk
    @KWang-yy2qk 2 роки тому

    Will there be a 102 on best practices?

  • @polar1991
    @polar1991 4 роки тому +1

    Do you know more advanced stuff Like lag compensation and stuff? And also do you know cpp because this stuff isn’t covered that much

    • @ItsMeBro
      @ItsMeBro  4 роки тому +2

      Lag compensation is a massive task. I don't think that there is anything built into ue4 that would help much. Most of the stuff should be done by yourself. Storing the locations, creating prediction logics...
      And I don't know c++ well enough to teach it. I can't really code anything decent with it. I know website languages better.
      So unfortunately I'm not gonna be able to help you with this one.

    • @jamesgellert1263
      @jamesgellert1263 4 роки тому +2

      I mean you can go on Fiverr and search up unreal engine c++ professional for help, but you have to pay.

  • @MRxBADGER
    @MRxBADGER 4 роки тому

    I made a vehicle it spawns on client but can’t move just jumps back to spawn... and the server does not load a vehicle it looks like it does at first then the camera moves? Any advice? Thanks much appreciated!

  • @teknodragon1559
    @teknodragon1559 3 роки тому

    When I Try to make a morph value from 0 to 1 can the server see it, but a client cannot see another client changes the morph value.
    I did try: "Run on Server", "Multicast" and "Run on ownng Client" but the client cannot see the mesh changes on a different client.
    Can you help me with that?

    • @ItsMeBro
      @ItsMeBro  3 роки тому +1

      The calculations should be done on an event that is ran on server and then the changes to the mesh should be done in a multicast event.

    • @teknodragon1559
      @teknodragon1559 3 роки тому

      @@ItsMeBro Thank you fro the help

  • @n1lknarf
    @n1lknarf 4 роки тому

    thanks

  • @yzoneworld
    @yzoneworld 3 роки тому

    I am struggling to run a walk animation through multiplayer. I basically have an event tick that casts to ABP which allows my character's walking animation to be updated. The problem is I am not sure how I would run "event tick (that's what it starts with)" on the server, so that everybody can see it. If I do a custom event the nodes just don't work. Do you have any ideas? Thank you. Great content, really enjoyed the footsteps video.

    • @ItsMeBro
      @ItsMeBro  3 роки тому

      Animations should be played from a animation blueprint. I'm going to have a video on this topic on friday. Meanwhile, here is an older video from my inventory series.
      ua-cam.com/video/MsE9WMivN_g/v-deo.html

    • @yzoneworld
      @yzoneworld 3 роки тому

      @@ItsMeBro Awesome. Will check it out.

  • @unrealnovice7330
    @unrealnovice7330 3 роки тому

    (y)