Unreal Engine - Replication Basics (1/3)

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 68

  • @RomanTimm
    @RomanTimm ปีที่แล้ว +10

    All people who want to teach or learn about replications, please send them to this video! This is brilliant! Thank you!

  • @MrWilson1311
    @MrWilson1311 9 หลายเดือนก่อน +3

    I still after years come back to this as it reminds me of the basics in the best way! Thank you for 2 years of reminders :D

  • @Swilzy
    @Swilzy ปีที่แล้ว +1

    Finally someone explaining how it actually works instead of giving a step by step on some mechanics that you will have trouble to use elsewhere if you don't try to understand the underlying principles

  • @MBAalrightgames
    @MBAalrightgames ปีที่แล้ว +1

    Reid, my guy, been watching you for months since I started my Unreal Engine journey, I appreciate all your efforts that have gone into your tutorials. From the bottom of my heart thanks for the knowledge!

  • @captiancombat8531
    @captiancombat8531 3 ปีที่แล้ว +8

    I have been needing this. Thank you

  • @gmaheuxdev5349
    @gmaheuxdev5349 2 ปีที่แล้ว +1

    This is the best introduction to replication ever.

  • @ryanpatton1795
    @ryanpatton1795 2 ปีที่แล้ว

    are you fucking kidding me. 3 hours of going nuts over my scoreboard not updating for clients and all I had to do was replicate the variable itself. GOD DAMNIT. THANK YOU

  • @faranmazhar6242
    @faranmazhar6242 2 ปีที่แล้ว +14

    Someone give Reids a medal, I FINALLY understand how replication works.

    • @kevinsmith8602
      @kevinsmith8602 ปีที่แล้ว +2

      Better Subscribe then! It helps him out.

    • @patrickbateman4641
      @patrickbateman4641 ปีที่แล้ว

      @@kevinsmith8602 why don’t i kiss you on your hot mouth

  • @wjomlex
    @wjomlex 2 ปีที่แล้ว +5

    This is an amazing tutorial. Way better than all other Unreal tutorials I've seen so far. Thanks!

  • @ShadowSnake141
    @ShadowSnake141 2 ปีที่แล้ว +2

    Amazingly well-explained tutorials, well thought-out too! I'm making my way through your vids, the ones I need right now, and liking each one. I left a similar comment a year ago on your aircraft video :)

    • @ReidsChannel
      @ReidsChannel  2 ปีที่แล้ว +1

      Thank you for the support, glad u like them

  • @Yggdrasil777
    @Yggdrasil777 3 ปีที่แล้ว +4

    Pretty good explanation of the Replication nuances, thanks for explaining the various options.

  • @n8n8n8
    @n8n8n8 3 ปีที่แล้ว +3

    great explanations. i love how you go through all the various steps of how the replication can fail and why.

  • @avipinhasov302
    @avipinhasov302 2 ปีที่แล้ว +2

    Amazing Tutorial !!! Please keep making these !

    • @danielbaker4841
      @danielbaker4841 2 ปีที่แล้ว

      amazing comment ,keep commenting support, please comment more!

  • @ruellerz
    @ruellerz 2 ปีที่แล้ว +1

    Video is perfect. thanks for taking the time to make this!

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว

      I'm having a PITA time with UE5.1 and vehicle movement sync. In a past video you went buck wild with C++ and Network Prediction. Would you do the same? Any direction to resolve would be amazing ty

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว

      Disabled Replicate movement. Replicating the movement of my player controller input of tank but it gets out of sync. Do I try a repnotify of the world location of my Mesh? ughah boogah i keep going in circles on trying to figure this out. rawr

  • @NeoQJ
    @NeoQJ 12 วันที่ผ่านมา +1

    Absolutely helping!

  • @dotBAIT
    @dotBAIT 3 ปีที่แล้ว +8

    I understand c++ and im pretty good with networking however, unreal confuses with with their terms and lack of easy for find documention. Your tutorials are extremely helpful for people like me who can see what you’re doing and use that knowledge to build something I was trying to make or in this case the road block in security I had not knowing the differences in unreals networking system. Thank you so much and keep up the great work!

  • @VidarkWYRD
    @VidarkWYRD 11 หลายเดือนก่อน

    You save me hours of search.
    Thank you very much !

  • @davidoaken2786
    @davidoaken2786 ปีที่แล้ว

    First time someone has explained this to me and i've actually fully understood it. well done, and thankyou. Lets see if it continues as we go deeper. :D
    I have my dunce hat at the ready.

  • @shaman4874
    @shaman4874 3 ปีที่แล้ว +3

    Damn, thank you so much for this. Can't wait for the next tutorials.

  • @unrealdevop
    @unrealdevop ปีที่แล้ว

    Thanks man, just what I was looking for. This helped me figure out my problem. If it's the client I needed to send the values to the server and have it use those values to set, its own version and then continue executing the code in Parallel while the client also did the same thing on their end.... although I'm not sure if the client actually needed to but it's what Lyra was doing for their Dash ability. After that it seemed to function properly on both the server and the client.

  • @DevGods
    @DevGods 3 ปีที่แล้ว

    Thanks for clearing this up bro!

  • @bigmanluke8266
    @bigmanluke8266 3 ปีที่แล้ว +2

    Videos always fire

  • @LuizGamingYT
    @LuizGamingYT 8 หลายเดือนก่อน

    Hey, I thought of such a system:
    Singleplayer game and saving the character, current map, etc. on mysql server where the data will be sent via VaRest plugin to a PHP file which will be a validator whether the character has definitely gained such experience and items and trading in singleplayer game will be possible, because the game will send and receive data, so it will be possible to do chat/trading between players. Can such a solution make sense? It will save a lot of costs, because there will be no need for a dedicated server or vps. Everything would operate on detailed validators.
    what u think?

  • @roostertheastronaut4513
    @roostertheastronaut4513 2 ปีที่แล้ว +1

    Hey you make some really superb tutorials

  • @sohansuvarna1369
    @sohansuvarna1369 7 หลายเดือนก่อน

    Reids,
    Thanks for the amazing tutorial.
    I have been trying to spawn replicated actor when button is pressed, whenever I use switch on authority The button pressed event on client does not work. Will you help me with this.

  • @ИванСергеев-и2ш
    @ИванСергеев-и2ш ปีที่แล้ว +1

    good tutorial. Thank you

  • @eyupalemdar
    @eyupalemdar 2 ปีที่แล้ว

    You have a great teaching skills. Your demonstrations are really good. Epic Games must be aware of you!

  • @devpatel8276
    @devpatel8276 ปีที่แล้ว

    how to replicate to a specific users? I am stuck with a problem where I actually want it so that if player 1 clicks player 2, p2 get's notified that p1 has clicked him, can you please please help me with that I had been on it for weeks trying to figure it out

  • @murnoth
    @murnoth 2 ปีที่แล้ว

    Subscribed! Good and thorough explanations at the right pace. Very helpful!

  • @SaiPrashanthNS
    @SaiPrashanthNS 2 ปีที่แล้ว

    Amazing! Thanks!

  • @DomOMediaProductions
    @DomOMediaProductions 7 หลายเดือนก่อน

    please include the project files for download, im havving issues setting the color and the code to work

  • @allashama
    @allashama หลายเดือนก่อน

    what is mindfuck with multiplayer in Unreal, is everyone has a copy of self 3 times. the only exception is the Host which is Server and Client at the same time.
    There is 3 copy of self.
    1 is Server Side of Client.
    1 is Autonomous Proxy ( the actual and locally controlled player, YOU.)
    1 is Simulated Proxy ( everyone you see in your screen, is a Simulate Proxy of someone else, including the Host, so if Client 1 see Client 2, what he see is the Simulated Proxy of Client 2.)
    That means, the Client 1 can do something on the Server side of self, where Server and others can see, but himself can't for exemple, as if you run a script Server Only, only the server will see you. If you run a script Simulated Proxy Only, then only the simulated proxy will see you but not the server. If you run a script locally, you are the only one to see it.
    So playing with that is what will mindfuck you for sure. You can't just run on server something. you have to keep in mind that we are 3 copy on the server, and each copy has its own way of working.

  • @MaxStudioCG2023
    @MaxStudioCG2023 11 หลายเดือนก่อน

    replications is not just this switch has authority is more complicated than that

  • @jessestewart5109
    @jessestewart5109 3 ปีที่แล้ว +2

    Thanks for this little series. Really nice to see some fresh videos in UE5 as well.
    Does the type of replication you did in this video do anything to help prevent cheating?

    • @ReidsChannel
      @ReidsChannel  3 ปีที่แล้ว +2

      Thanks :) Well the more logic you have on the server, the harder it will be for someone to cheat. So the fact that the box's color can only be changed on the server would go a long way in preventing cheating.

  • @UstedTubo187
    @UstedTubo187 2 ปีที่แล้ว

    Hey, thanks for the video! One part confused me. I thought the rep notify only ran on the client. But when you cut the code that sets the color parameter from the Begin Overlap event and moved it to the OnRep_CurrentColor auto-generated function I don't understand how the box changed color on the server (left screen). Was it acting as a client in that case or is there some other replication stuff happening that I don't understand? My intuition would've been that you needed to have that code run on both the server in that Begin Overlap event as well as the client in the rep notify function.

    • @ReidsChannel
      @ReidsChannel  2 ปีที่แล้ว

      a RepNotify will run on the server and the client(s) when using Blueprints. Just as a side note... in C++ a RepNotify will not run on the server, so if you'd like it to you need to manually call the function yourself.

    • @UstedTubo187
      @UstedTubo187 2 ปีที่แล้ว

      @@ReidsChannel Thanks! I have to say, this is the best resource I've found for explaining this stuff. The way you broke down each step and explained the implications for each step made it more clear to me what's going on and how the client/server relationship is designed to work. I've been trying to do something that I thought should be somewhat simple, which is to get the VR pawn in the VR template to be able to through a pickup cube to another player in VR, but the documentation and resources available are somewhat scarce and nebulous. I'm hoping I see something in one of your tutorials that will help me close the loop on that.

  • @dearelusive9557
    @dearelusive9557 3 ปีที่แล้ว +1

    Awesome video!!! You mention only replicating what you need to, what are some examples of things you shouldn’t replicate to save bandwidth

    • @ReidsChannel
      @ReidsChannel  3 ปีที่แล้ว +2

      Thanks. Hmm, well that's hard to answer. If something needs to be sent to the server or to a client you have no choice but to replicate it in some way, so there aren't really things you should or shouldn't replicate it just comes down to what things need to be replicated for your game to work. Like if you're replicating the color of the cube when it changes that is okay since everyone needs to see it, but if you're replicating the color every frame then that's just a waste of bandwidth. Or if you were to replicate the scale of the box every frame then that would be a waste since it's never changing... so its not so much a matter of things you should or shouldn't replicate but instead a matter of what do you need to replicate.

    • @dearelusive9557
      @dearelusive9557 3 ปีที่แล้ว

      @@ReidsChannel Oh!!! I understand now! Thank you for answering, I appreciate the way you teach, honest! :)

    • @ReidsChannel
      @ReidsChannel  3 ปีที่แล้ว

      @@dearelusive9557 No problem :)

  • @nick_the_octopus
    @nick_the_octopus ปีที่แล้ว

    im like 999! get it to 1000. good video. Thank you.

  • @oliverterry1456
    @oliverterry1456 3 ปีที่แล้ว

    Your channel is amazing! Please make an FPS Reload System (you're a life saver btw)

  • @jamesonvparker
    @jamesonvparker 2 ปีที่แล้ว +1

    Thank you thank you thank you!

  • @marv8107
    @marv8107 2 ปีที่แล้ว

    Hello Reid, first of all awesome tutorial like always

    • @ReidsChannel
      @ReidsChannel  2 ปีที่แล้ว

      Hey, I'll consider it! Thats a great idea.

  • @Puledro94
    @Puledro94 2 ปีที่แล้ว

    goooood tutorial

  • @ColinKable
    @ColinKable 2 ปีที่แล้ว

    How does this interact with your previous video "UE4 - Advanced Networked Movement Tutorial"?

    • @ReidsChannel
      @ReidsChannel  2 ปีที่แล้ว

      This one focuses the fundamentals of replication, on non-character-movement-related concepts. It's a lot more general. If you know nothing about replication you should watch this first.

  • @rolferikson
    @rolferikson 2 ปีที่แล้ว

    Replication Client works well with two players but with three it does not. Is it something with setting owner?

  • @geoxeph_clips
    @geoxeph_clips 3 ปีที่แล้ว

    With regards to netcode, is UE5 better then UE4 by default for multiplayer netcode?
    cuz yikes does UE4 requires a fair amount of TLC to get decent multiplayer netcode setup to avoid rubber banding.

    • @edenassos
      @edenassos 3 ปีที่แล้ว

      How are you gonna solve networking issues when you can't even use 'then' and 'than' properly?

  • @lugge1358
    @lugge1358 2 ปีที่แล้ว +1

    thank you :)

  • @randomdamian
    @randomdamian 2 ปีที่แล้ว +1

    This is lil wrong. The client collides with the box but it sends it to the server and asks it "Is this collision valid" the server then says "yes" and sends the result back to all clients and they change the color.

  • @AnmolGarg-i7f
    @AnmolGarg-i7f ปีที่แล้ว

    done.

  • @PyrateMickey
    @PyrateMickey 3 ปีที่แล้ว

    Legend

  • @ayanbahukhandi1869
    @ayanbahukhandi1869 3 ปีที่แล้ว

    Please make a series about FPS game AI like in far cry or battlefield, I've build all the first person mechanic required for these games but can't make the AIs good like in those games

  • @youngjojo3052
    @youngjojo3052 2 ปีที่แล้ว

    Gold

  • @llYuki0okami
    @llYuki0okami 2 ปีที่แล้ว

    All such multiplayer tutorials show how to create a blueprint so that the player creating the game is a master. But if our game is to have the option of dedicated servers, then the player setting up the game ceases to be a master, because they are all clients. Doesn't that break our script?

  • @dominiccambra7963
    @dominiccambra7963 3 ปีที่แล้ว +1

    nerdiest metaphor: the server is the dungeon master and the client is the player.