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!
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.
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?
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.
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.
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!
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?
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.
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
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!
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 😊.
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.
Join the dumbass club :D I'm your president the dumbest of the dumb :D
THANK YOU SOOOO MUCH YOU SAVED MY LIFE THANK YOUU!!!!
Best explanations by far on this topic
Great video
This replication stuff is like a coke for an addict.
AHH yes! More multiplayer gold!
Can you show how to make morph targets work in multiplayer?
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?
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.
@@ItsMeBro Oh I see makes sense. I was thinking something like Astroneer with all the physics actors like resources, cables, etc.
Will there be a 102 on best practices?
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
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.
I mean you can go on Fiverr and search up unreal engine c++ professional for help, but you have to pay.
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!
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?
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.
@@ItsMeBro Thank you fro the help
thanks
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.
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
@@ItsMeBro Awesome. Will check it out.
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