Комментарии:
You should do a udemy or a course for step by step to build a multiplayer RPG game
ОтветитьThank you for this tutorial, helped a lot
ОтветитьLoce this video style
ОтветитьThis is some next level explanation! Outstanding!😍
ОтветитьI have a question regarding dedicated server and game project. I can change the functions and what not to be "run on the server" to process specific logic on the server. But.. how does it work with a dedicated server. Is it a copy of the game project package running on another machine that is running? Do I have to view it as two unreal projects that I have to manage separately? Like a viewer/client side and the server side? Would it mean I have to "split" my game logic at the end of it all for a dedicated server before packaging to define what code and blueprint belongs to the server and what to the client? I cant get this into my head and would greatly appreciate a nudge into the right direction of thought.
Ответитьdo u know are u great man
ОтветитьCan you seamlessly switch between multiplayer and single-player? Can you make a world initially single-player but decide to make it multiplayer or invite guests later? Can listen server based multiplayer games work offline and function like single-player? Would a multiplayer game acting like single-player, still work with sessions? Would you need to save the world before ending a session so that you can have multiple single-player worlds?
ОтветитьThis is such a cool way to do a tutorial. Thank you for posting!
Just a tip for future videos, white text does not work well on light-blue backgrounds
I hear deafult character movement is useless in multiplayer becouse is problem jitter and synchronization, that why better idea is use GMC pluging but is very expensive it is true?
ОтветитьBest explanation I've ever seen.
ОтветитьWhy not use Replicate Movement?
ОтветитьGreat Stuff!
ОтветитьGreat video it really helped clear some things up for me on replication!
ОтветитьFor RepNotify when it changes, it should be noted that, in addition to that special function being called, the changed state is automatically synced to the clients as well. It sounds obvious, but its good to make that clear. So, for instance, if you only need that variable to be updated to all, and no code processing, you just change it on the server and it reflects to all, and you don't even need to put any code in the special function
ОтветитьI'm a native English speaker but I love how you even explained what the word itself means to increase accessibility to those who may not know!
Ответитьomg i recommend to watch this video to anyone who wanna understand what replication is and how multiplayer works. THIS IS SO WELL DONE AND EXPLAINED, thank you so much!
ОтветитьFantastic video.
Very well explained!
OMFG thank you soooooo much. It's really clear. You take the time to explain everything. All the other videos I've seen is examples and tutorial but they don't explain how the tools works (well yes) but in their context.
ОтветитьUgh i gotta review how to replicate movement. I did multicast and its super laggy. Not reliable set
ОтветитьNice
ОтветитьGreat video, very well done.
Ответитьquick question, did you made an exemple of a displayer of infos, i mean by that, im using advanced session plugin for UE5, i got thoses extra features link to my instance when creating the session then it's inject into it the info i want ( aka is privatematch, should advertise, ect,ect) . now the infos are stored into the game session, problem im having is neither the infos neither the steam player infos show up on clients ( i can't make the basics infos like currents players and stuff ( using your onlog/logout shematic) ) do you plan to do a complex lovvy server displayer later on ? been 4 weeks i try to fix that hell. but i got werid stuff happening, like my player displayer doesn't works only the las onpost login event... all they others clients see the update occur.
ОтветитьThis top is incredibly difficult to find any information on... Thanks.
ОтветитьHey, So how would you replicate from client to server?
Ответитьyou are a beast , i understood every single seconds in this video, its because of your way of speaking its super good, this is by far the first video i saw after 30000 that i understood the repnotify finally, thank you so much
ОтветитьThis really helped me understand replication. Thank you!
ОтветитьGreat content! Bedankt!
ОтветитьCould you show how to replicate the rotation movement component for a spinning platform, I've followed the steps but the client side jitters
ОтветитьIs nice to have clean videos like this on this topic. Thanks!!
ОтветитьLooks like 1080p.
ОтветитьAh it's 1080p now!
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