Longer videos, shorter release periods. I see a win-win situation here. Even if they hit a two hour mark this is pure ionised liquid gold injected directly into your bloodstream by a beautiful nurse who also gives you a kiss on the cheek afterwards. By the love of God and everything true, please, continue.
Sadly no part 5 after 3 years. But anyway good job! Watched "all" of the replication tutorials (5 different channels, multiple hours each), and your tutorials are the best! I see how much work you put into it and seeing how clean you format your nodes with Q, Shift A and so on is pure love. No quick and dirty Spaghetti like in 99% of the indian tutorials out there.
Bry, why is your big brain so big? I love your videos and don't care if you keep them short or long. The information you are providing is gold and you are bound to be poached by Epic to translate their documentation into insightful pieces of content soon.
Hahaha, thanks Peter. When I first came to Canada my name was spelled "Brayener" instead of "Bryner". I don't know if the immigration officer was a troll or if he was making fun of my big head 😂
I know this phrase gets thrown around a lot- but I say it with more truth than anybody ever has ever in forever. You make the highest quality tutorials with better explanation than anybody on all of youtube. This is an objective fact.
Yes it is, just wrapping up some major projects and then I'll be back at it! If you ever need help, feel free to join the discord - there's plenty of folks in there that are very helpful. I know this is a late response but I hope you're still at it! 😊 discord.gg/GGeMXh7
An amazingly informative and fun approach to learning replication. I have learnt so much, thank you so much for taking the time to make these. Its a long shot but hope Part 5 comes out in 2024 🙏
If one is serious about learning the longer videos are better for those reasons you mentioned. I did get the "aha moment" and a good conclusive summary after I saw the chest and the rainbow (repnotify and multicast). I wouldn't had that learning experience if you had chopped this video up into 3-5 bits.... unless I would have binge watch them all but that would just be the same thing in the end :) So keep doing them long enough so that the whole message gets across in one swoop and ONLY divide the videos *IF* they make sense as a standalone module! Your videos are 9/10, one of the absolute best learning vids for learning these abstract contexts in a such a concrete way. Thank you! You have a superb skill and a and unique way of teaching.
Excellent feedback! Thanks a bunch. It seems like everyone is leaning towards the longer videos and having the message delivered / concluded in 1 single video. I will continue to go with what is logical and not worry so much about the time. Your point about binging them all anyway is bang on lol Thanks a bunch for the kind words, it truly means a lot 😊 I'm glad you're enjoying them and I'm glad my crazy ways of illustrating things is actually making sense to everyone, haha 😁
Will be working on it soon (hopefully during the break). Network Profiler is going to be outdated very shortly but I still think I may show some of the basics because it's still quick and easy to use. Thank you for the kind comment 😊
thank you man, really. i'm pretty sure i'd have never figured out replication without this series. you explain things so much better then other tutorials i've watched. thank you. this series should be officially sponsored by Unreal.
Man, that was a pleasant way of watching and learning something. Just found out your channel and to be honest? One of the most enjoyable ue4 content out there ! Thanks for the videos!
I just found your channel and every video of yours are some of the best tutorials I've seen. I know it's been 2 years but I really hope part 5 will release one day! That optimized smooth movement is exactly what I'm having trouble with right now so I need you to save me and level me up to 200!
Bro you put SO MUCH effort into making these videos & I'd just like you to know it hasn't gone unnoticed. So many unnecessary things but you put forth the time & effort just to make the overall quality better. Its awesome bro. Keep doin you
Thank you for this incredible tutorial series, I learned a ton. After testing out the code, there are a few corrections that should be made, in my opinion: 1) The FlipFlop on the chest Multicast Toggle Open event should be replaced by a check on IsOpen. It seems that individual clients have their own version of whether they're Flip or Flop, so you can run into syncing issues on the chest opening animation (e.g. Client 1 opens the Multicast + RepNotify chest. Client 2 then walks over, once they enter the relevancy area the chest snaps open. When Client 2 goes to open the chest, it will actually play the opening animation, even though it should be closing. This is because Client 2 was still set to Flip, i.e. Open, when Client 1 had been set to Flop). Using explicit checks on state variables is probably a better idea for multiplayer scenarios than FlipFlop. 2) For the Multicast + RepNotify, there should be an additional Switch Has Authority node before the RN Toggle Open. Only the server should call RepNotify events. If a client tries to, you get the following error: "UNetDriver::ProcessRemoteFunction: No owning connection for actor Chest4..." By using the switch, you can eliminate this error. 3) The chest's Emissive should be set in the OnRep_IsOpen function. That way, the appearance (rotation + glowing detail) of the chest will be consistent across all players. The way it is currently, if Client 1 opens the chest (which turns off the glow), and later Client 2 comes along, Client 2 will see the chest open and glowing, even though the chest shouldn't glow when open. Thanks again BRY for this series, these minor fixes don't detract at all from the overall quality of the explanations and the amazing production value - just wanted to help others who may be trying to integrate multiplayer into their own games!
It's been a while, but I finally got around to fixing all of these lol.. except now 4.25 users can't open the map since it's on 4.26. Also, a lot of new crashes started happening with trying to create a Dynamic Material Instance in the constructor as the client but only for Text components (UE just crashed) - so that's been changed to. I just have to rebuild part 3 now. Thanks for the feedback brother, hopefully all is well. I love your vids btw. Keep it up (you inspired me again)!
@@brynertoma Hey great to hear from you! Glad you're working on a new video, we are all eagerly anticipating. Best of luck with the part 3 update and also with your multiplayer indie game - I have been working on my own over the past couple months, we should compare notes :)
I can't even begin to describe how helpful this is. I've been doing ue4 networking for a long time and am still bashing my head against the wall every single time. I really hope you keep this up, awesome work!
Thanks ukiW, bashing head against wall may be causing some replication issues when it comes to brain cells - just a heads up lol... I'll keep them coming for as long as I can. Going to dive into some other series once Part 5 is out just to help speed things up.
Awesome tutorial, probably the best and most easy to understand on this topic, would really love if you could do the part 5, youtube needs more people such as yourself who explain the more complex topics in a easy to understand and well demonstrated way
That's what takes the longest hahaha. I don't want to lose anyone's attention so I spend a lot of time in the editing phase. I'm workingon getting quicker / better at it so eventually it becomes a weekly release schedule instead of a twice a year event 😂
I think it's worth noting that when you mentioned in 25:25 that the server also calls the OnRep function when the variable is changed only applies to blueprints. I seem to never get this behavior in C++ and have to tell the server to call the function manually.
You are correct. I'll add it in the description / pin a comment just so people know. I've had a lot of C++ users run into this and bring it up on Discord.
When the presenter is as good as you are I really don't care about the length of the video. Or in other words: They could even be longer :) Really great content you put out in the wild and fun to watch and learn from!!
I'll say that this video is as informative as Epic's official video on the same topics, but much more entertaining. This makes the longer videos much more tolerable and keeps the viewer engaged. As long as the (understandably time-consuming) entertainment persists, you are fine keeping the videos longer covering multiple topics.
For those interested in the videos I'm talking about in this comment, you can find the series here: th-cam.com/play/PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc.html
Thanks a bunch Jason! I appreciate the feedback! Making the characters animate just to get an LOL takes the majority of my editing time so I'm glad you recognized how time-consuming it is lol. Thanks for sharing the playlist - that was one of the first playlists I watched to learn about replication and it was an excellent step in the right direction.
Thanks Nomadic! A new series started here if you haven't seen it yet. Part 5 will resume recording within the next few weeks. Discord Dilemmas Series: tinyurl.com/y4cee49v
Hey Jostein! Apologies for the delayed response - been sick for the last 3 weeks. I'm glad it helped though 😃 Hopefully I'll be able to release a lot more soon.
Excellent video, thank you! Did you ever make part 5 where you discuss about the movement smoothness on clients with the last example black sphere? I'd be really excited to watch it.
Hey Bry, I just wanted to say that this video was extremely well crafted and informative. This is such an important part of good game design which I feel is really easy to mess up unless you dive deeply into the theme. Thanks for doing the work for us and showing it in such an instructive way.
Hey Endre, thank you so much for the kind words! You’re absolutely right in your thinking. Multiplayer opens up so many doors for your games yet if done wrong it can completely ruin the experience. I’m glad you enjoyed it. More coming soon.. just waiting for UE5 to come out before I do any more just in case they change all the buttons on us haha 😁
I'm glad you enjoyed it! Yes, it is.. I've just been insanely busy with some other projects which are slowly starting to wrap up, so I'll be back at it hopefully really soon! 😊
Difficult to get me to laugh, so good job! lol. Awesome videos and informative even for someone like me who just started learning UE4. Keep up the good work!
HeYMan! Haha, love the name. You're my target audience - I don't want new devs to waste the amount of time that I did learning things the wrong way. So I figured I would make some videos that I would have wanted when I started. I'm glad they're helpful and I'm double glad that they can make you laugh at the same time lol
Liked and subscribed, *****er! (What?! I said teacher!) These videos are perfect. It's all of the relevant (ayyyy) info in one video, with the logical next step being in the next video. Don't change anything. This is literally perfect, and it's very possible these are going to become the new standard for learning UE. That being said, it's now August. WHERE IS THE NEXT VIDEO AND WHAT DID YOU DO TO GREENY?!
Hahaha, I see what you did there. "New standard" - that's humbling 😭. I'm glad you enjoyed. Apologies about the delayed comment, I've just catching up on all of these now lol. Part 5 will resume production within the next few weeks. It's been long enough of a break, it's time to tackle it again 😊
nailed it :) - longer vids deep dives, the nets full of short two bit tutorials that's why your tuts stand out. Deep dive optimization and replication nice one...ok ok I do need to go back and watch rep 3 its true... haha!
@@brynertoma yeah :D they definetly are! *the visuals help not hell... Damn autocorrect XD. :D thanks to you I am now starting to develop some game ideas of my own. (How do we solve the smooth movement problem?) & I have learned more from you in 4 videos then from the official epic games tutorials :D so yeah props to you ^^
That's what I love to hear! Make sure you share once you get some stuff built. Would love to see it 😊 Part 5 is going to cover the smoothing issue. I'm about to start recording it today now that I feel a bit better and can breathe normally again 😂 I'm really glad these have helped. At times I feel like it's too much info at once but from everyone's response it looks like it's separated in logical chunks that make sense so I'll keep loading them up with useful info. The next one is gonna be juicy too so I hope you're ready 😈
Again, another excellent video, and very much looking forward to part 5. The Longer form with more content is great, much better than short tutorials imo. Agreed with others, these should be official Epic tutorials. Thanks again for your efforts!
Thanks so much Lotus! I really appreciate the kind words and feedback. I'll be working on getting part 5 done God-willing I start feeling 100% again. It's been a rough week lol
Would personally rather have the shorter videos. maxing at 20 minutes. At saying that this video was posted 2 years ago and I can't see a part 5 sooooo..... I'll take anything I can get. Would really appreciate more. Your the first person to explain this stuff to me where it actually sinks in...mostly...sometimes...a bit...Ill watch them again.
Oh, and YES The longer videos are much better. I'll gladly wait between releases because when it's all said and done, this is just a better way to learn and like you said; doesn't lose momentum.
The ones mentioned in the video are being worked on. I took a detour to answer some commonly asked questions on my Discord - here's the series if you'd like to check it out 😊 tinyurl.com/y4cee49v - The rest will be released in the coming weeks.
Really love everything in those videos and needing to see the next part(s). Just make videos with the length and release period that suit you the most and keep your pleasure doing it ;-) Anyway, great work 👍🏻
Great video, Bry. As a 3D Artist I have been looking into understanding more how networking works. I really appreciate your videos they make it very easy to understand the concepts behind everything. On another note, maybe you should consider setting up a donation link for those of us who'd like to pay for your next beer! Cheers 🍺
Thanks Alliud! My target audience is folks like yourself - not heavy duty programmers that love getting into machine language but people that won't to do some of their own development and learn a little bit about programming logic and stuff. I'm glad you find these useful! I've promised myself that once I get 10 videos up, I'll find myself "worthy" enough to start a Patreon haha.. until then, I've got some work to do.
It was a long video so I felt like I had to add something to throw people off-guard and gettem on their toes before they started watching the rest, hahaha
11:50 you create a dynamic material in your Construction script. I'm under the impression this is bad practice, that construct should be used to initialize the actor's properties and components. While it is possible to create dynamic material instances in this event, doing so can potentially cause performance issues, as creating and updating materials can be a resource-intensive process. Idk if it really matters for the sake of a tutorial, but since I'm not sure myself, thought it was worth mentioning. Great videos, I joined the discord.
Hey mate, I just want to say that your videos are absolutely amazing and honestly should be an official reference to learn from. So many videos (as you would know) have someone that has a terrible microphone or doesn't talk clearly, and they ramble or mumble for 30mins to get ONE point across, or they go on an overly complicated tangent that just makes the viewer yawn a million times and eventually wake up in a puddle of drool and a saw head from slamming into the desk at mach 10. You, despite having MINOR little tangents, make it entertaining, and those small tiny tangents are like little breaks to let the information sink in, plus those tangents are like 5 sec long, not 5mins long, not 5 mins. I'm guessing you have some teaching experience? Because this is textbook! :D While I worked on a personal battle royale project that was purely online and everything was procedural etc, I was actually really good with replication, and the project before that, purely online, same thing, and the project before that, so my knowledge SHOULD be good, but my current game, Metal Heads, has been mostly just Local multiplayer with the intention to do online later, and having been over 2 years since even touching online stuff, I for some reason seemed to have forgotten most of that online knowledge, which sucks. The last 2.5 weeks, I have been working on getting online play into my game, couch vs couch, drop in, drop out etc, and as I learn, I'm finding myself rapidly getting quicker and more efficient at the online integration. For example, yesterday, in a few hours, I converted a bunch of offline/local mini-games to have full online functionality, where as 2 weeks ago, I was dreading the thought, I figured they would take several days each. I only just saw this video this morning, as if the world was trying to tell me "You need this" and this video has helped clarify a few things for me, and taught me to rethink how I have replicated some things to try and smooth out the gameplay, since my mini-games have potentially hundreds of things on screen all at the same time pretty much all of which are moving, and all needing to be shown on server and client...and all relevant to gameplay, so it's difficult to try and optimize things, I simply cannot have the server updating positional data at all times. Plus I also need to factor in players dropping into a session at random, so they need to be updated with current information without lagging the entire server (of course if it is unavoidable, I do have the option to effectively pause gameplay while a client is joining, then unpause once they are updated, but that would really disrupt the flow). I have started delegating the aesthetics to the client now instead, and have the server just dealing with things like player deaths, triggers etc, but need to work on keep the client in sync with positional updates. For example I have a mini-game called Blue-Ballin', the level is on one giant rotating blue ball with 5 segments that rotate independently, and each segment has hazards, such as saw blades, and sweepers that rotate around these segments, knocking players off, plus the tops and bottoms of the ball have a hex grid, with each grid piece being a pillar that lights up, pulses for a bit, shakes to warn players, then launches outward to launch players flying...so yeah, lots happening, most of which the movement is handled in Timelines, there's timers too, and the server just cannot handle all of that at once, especially if it's a listen server. So I've now got the client dealing with a lot of it, but only aesthetically. And the server just makes sure that the client is in sync. This is the mini-game here: th-cam.com/video/7mwrsazYyuY/w-d-xo.html Anyway, thank you so much for this clear, concise and perfectly pieced together video, keep on doing it, you're doing amazing work and deserve all the positive attention. My only suggestions would be to add time-stamps in your description so we can easily just navigate to what specific things we need, if we need it. It just helps for reference later on if we come back to the video. I also posted on Twitter to help share your channel: twitter.com/MetalHeadsGame/status/1243340077641510918 Stay safe and stay healthy in this time, and keep up the amazing work :) If anybody IS interested in Metal Heads, the OFFLINE demo is available on Steam now, but I am working hard to get online functionality in place for you all. store.steampowered.com/app/1132670/Metal_Heads/
You win the record for the longest comment on the planet, hahaha! I know EXACTLY what you mean with the drool / saw-head. That's what caused me to create these videos because it took me way too long to just get the golden nuggets out of videos / documentation that I needed to implement in my projects. This video itself had 1400 different takes of audio.. I wish I could have lower standards and just hit record once and leave all of the um's and ah's in there, but I just can't lol Honestly reading the mindset change made me smile. That's my goal with these videos - to get to rethink the design and learn how to ask themselves questions while programming "where should this go?", "where should I be doing this", "does the server really care about this piece?" etc. I love it 🤩 I checked out your game, that is some FANTASTIC stuff you've got there! I absolutely love the Mario Party feel with the Metal - absolute GENIUS. Your winning screen transitions, cute hardcore characters, music, everything is extremely well done. You should be proud 😎 Also, thanks for the shout-out on Twitter man, I really appreciate it!
YAY! I won a thing! :D No problems on the shout-out, there are many devs out there who are probably struggling to grasp some concepts, and when there are brilliantly made resources like this that are available, and sadly probably buried because of plethora of rubbish out there, I just wanted to give a little something back if I can. I would totally watch a blooper reel at the end if you had one too :D Thanks for the compliments. I absolutely cannot wait until I get online mode fully implemented, I'll actually be able to contact TH-camrs then, and get the game some more attention. Currently it's sitting at about 1268 wishlists, and 1300+ demo downloads, with demo downloads growing each day. It might sound like a lot, and it is, thanks to the awesome people supporting it, but it needs to be at least 10x that amount for the game to remotely succeed. I couldn't find you on Twitter at all. Have you got an account set up at all?
You have provided a alternative to 42 , thank you :) I think the longer and shorter also comes down to the extra time between if longer. So I will say shorter.
At 12:58 - even though you connected Print to "Authority" pin - it's still printed on the Client - why's that? It condradicts my way of understanding that check - as I was thinking, everything that goes beyond "Authority" pin - is ONLY executed on the Server.
You’re correct in your understanding. If you look closely, you can see that the message is prefixed with “Server:” - just because it’s printing on both the client and the server screen doesn’t mean that the client is running it. It does that simply because I am the server and the client and print messages show up in both viewports. The key is to pay attention to WHO is printing it. I hope this helps 😊
@@brynertoma OK, but still - take a look at the execution flow: Event Begin Play -> Switch Has Authority -> Set Timer by Event -> Print String. First and second Node is executed both on the Server and the Client, that's clear. Then, as I understand, EVERYTHING that goes after second Node is ONLY being called on the Server, right? So, the Server creates a Timer, and the Server - also calls "Print String". So, if the Client's execution stops at the very second Node - how does Print is also executed there? Is "Print String" somehow - replicated to the Clients from the Server (and that has nothing to do with the execution flow)? Is there some sort of black magic in here?
@@domi_dreams I don't think I was clear in my explanation. You are right, it's NOT running on the client. The print string that you see is coming from Redy (left screen, Server), NOT YOrangey (right screen, Client 1). You can see this at 12:43 So I hook up the print string so only CLIENTS will print it (host/listen server or dedicated server will NOT run that logic). Then when I hit play, you'll see that "Client 1: Hello" on BOTH viewports. The left viewport (Server) can see that print string, but it wasn't the left "client" that ran that code - since the left player IS the server so he didn't print anything at all since he has authority. Just remember when playing as the client and the server (2 viewports), you'll see the messages echo'd on BOTH screens, but that doesn't mean that each player is running the code - it just means whoever you see in front of the string is the one that ran the code. So *Client 1:* (which matches the description at the top of the right viewport "TH-cam Game Preview CLIENT 1" is the one that called it. If you had 4 viewports and made player 4 press a button to print string hello, you would see Client 4: Hello on everyone's screen because you're running them all on your machine. However, this does NOT mean that if you perform some other action like shooting or picking up an item, it's automatically replicated. Bottom line, print string appears on all screens - it's "special". Black magic? Maybe, but definitely not "replicated" in the true sense of the word. Feel free to join us on discord if this still doesn't make sense, we can chat easier there 😊 discord.gg/GGeMXh7
Oh man BRY you left us on a major cliffhanger, I haven't even heard of the optimizations you bring up do you have like a resource or something to read where I could try to work it out on my own while I await the return of the king?
I may eventually get into some C++ tuts. There's a lot out there already but I'm really wanting to get "concepts" across and then maybe get into some deeper learning / full out curriculum on a start to finish project. Thank you for your kind comments. I wish I had something that you can sign up to for content but so far everything I have is just on YT for free 😊
Man, I love all of your vids (just 4 for now lol). They are so compact so I sometimes have to pause and think hard to understand and resume. I don't mind vids up to 30 mins, but anything longer than 30 mins I tend not to watch, since I know that I am a quiter. I was struggling so much with Multicast and RepNotify, but you got them so well in this video, so thank you so so so much. I hope that you keep posting good vids (I am looking forward to watching your next vid(s) about optimizing network communication). Also, if you don't mind would you be able to run some quick collision/physics vids? I am not sure if I have to tick the enable physics box for collision object, mesh object, or both... Also, do masses from collision and mesh combine for physics calculation? Thank you!!!
6 DRAGON! WE'RE AT 6! 😂 tinyurl.com/y4cee49v (Discord Dilemmas Series) I'm glad they helped. I know this comment is super delayed but I hope you've stuck to learning and haven't given up yet. If you have, well, we all do anyway so just jump back in 😊 We have a lively Discord server so feel free to join us if you haven't already! discord.gg/GGeMXh7 I will be doing tuts on physics stuff eventually. If you want to simulate physics, it's usually the thing that's visible (like the mesh). It needs to have a physics asset for it to be able to simulate physics (the mannequin has it by default). I know it's not a super explanatory answer but I hope that kinda helps.
Longer videos for sure... anyone can make superficial, tip of the iceberg videos - what people really need is the in-depth info about each subject like this one. Also, if you make longer videos you can put a commercial at the beginning and end and double up on that sweet youtube cash when you break onto that level.
Hahaha sounds like you know the monetization stuff pretty well. I've thought about it but I don't want to scare people away either. I have decided that all of my content is going to be free of charge though - no premium anything. If people can support out of their own willingness via whatever avenue, great. If they can watch simple ads that make other companies support me instead, great! At the end of the day, I hope people can save some of their time and not waste too much time learning things the wrong way 😉
@@brynertoma I gained a bit before they limited it to the popular channels. The research I did was make the videos more than 20 and less than 30 min with commercial at beginning and end. Your quality is very high so people will "suffer through them" but you can always go back later and monetize after you get a solid following and growth - you can't go back and change the length of the vids.
Same, this is something that's getting replaced by a better tool (Unreal Insights). I will have part 5 show the use of the network profiler just because there's a few bits of information that are nice for quick tests but a more in-depth video will come out using the new tools that are 1000x better lol
WOW just discovered your channel, and your videos are not only VERY useful and informational, but also easy to watch and engaging really hope you'll return, especially because I really need to know how to optimize my garbage networking :D
And the legend has left when he was needed the most
"Legend" - you give me way too much credit, but I'm back at it again lol
@@brynertoma yeah but you doin a part 5? 0.o
@@craigclose8008 I sincerely hope he is.
@@brynertomaMission failed... We'll get em next time 😢
@brynertoma no but fr please do part 5 unreal engine is so unloved on TH-cam
Like Ethan said, make part 5 please. The world has suffered enough without it. This can't keep on going anymore.
Longer videos, shorter release periods. I see a win-win situation here.
Even if they hit a two hour mark this is pure ionised liquid gold injected directly into your bloodstream by a beautiful nurse who also gives you a kiss on the cheek afterwards.
By the love of God and everything true, please, continue.
This may be one of my favorite comments of all time. LOL'd f'real and I may be framing this 😂💯
"please let me know what you prefer"
Bro every part of this is perfection. Part 5 hype train arriving at the station!
Part 5 train arriving sometime soon 🚄 - Santa might be driving 😉
@@brynertoma Santa got lost. Fix the GPS
Sadly no part 5 after 3 years.
But anyway good job! Watched "all" of the replication tutorials (5 different channels, multiple hours each), and your tutorials are the best! I see how much work you put into it and seeing how clean you format your nodes with Q, Shift A and so on is pure love. No quick and dirty Spaghetti like in 99% of the indian tutorials out there.
Bry, why is your big brain so big?
I love your videos and don't care if you keep them short or long. The information you are providing is gold and you are bound to be poached by Epic to translate their documentation into insightful pieces of content soon.
Hahaha, thanks Peter. When I first came to Canada my name was spelled "Brayener" instead of "Bryner". I don't know if the immigration officer was a troll or if he was making fun of my big head 😂
I know this phrase gets thrown around a lot- but I say it with more truth than anybody ever has ever in forever.
You make the highest quality tutorials with better explanation than anybody on all of youtube. This is an objective fact.
Is part 5 still on the way? You have AMAZING content that has given me reassurance that I CAN DO THIS! Please don't stop being a great teacher!
Yes it is, just wrapping up some major projects and then I'll be back at it! If you ever need help, feel free to join the discord - there's plenty of folks in there that are very helpful. I know this is a late response but I hope you're still at it! 😊 discord.gg/GGeMXh7
@@brynertoma Great vids, you have helped me so much with multiplayer networking. Justwish you had more time to actualkly put out videos :(
@@brynertoma hope so learning a lot from these series, no pressure
@@brynertoma i hope you remember that you have an awesome channel and subscribers and making video tutorial for us.
@@brynertoma it been 3 years...is there going to be part 5? That ok if not. I love your humor and hope to see more of your videos soon 🙂
Wow, I'm so happy it came out, you are the only one to make tutorials fun and very instructive at the same time
Thanks louga! I believe all learning should be fun, otherwise no one wants to learn it. I wish schools would "learn" that lool
@@brynertoma Actually, this should become official UE4 course, you do a way better job than paid courses.
An amazingly informative and fun approach to learning replication. I have learnt so much, thank you so much for taking the time to make these. Its a long shot but hope Part 5 comes out in 2024 🙏
If one is serious about learning the longer videos are better for those reasons you mentioned. I did get the "aha moment" and a good conclusive summary after I saw the chest and the rainbow (repnotify and multicast). I wouldn't had that learning experience if you had chopped this video up into 3-5 bits.... unless I would have binge watch them all but that would just be the same thing in the end :)
So keep doing them long enough so that the whole message gets across in one swoop and ONLY divide the videos *IF* they make sense as a standalone module!
Your videos are 9/10, one of the absolute best learning vids for learning these abstract contexts in a such a concrete way. Thank you! You have a superb skill and a and unique way of teaching.
Excellent feedback! Thanks a bunch. It seems like everyone is leaning towards the longer videos and having the message delivered / concluded in 1 single video. I will continue to go with what is logical and not worry so much about the time. Your point about binging them all anyway is bang on lol
Thanks a bunch for the kind words, it truly means a lot 😊 I'm glad you're enjoying them and I'm glad my crazy ways of illustrating things is actually making sense to everyone, haha 😁
Awesome sauce sir! Thanks! GG! NOW GIMME PART 5! 🤩
One of the best series of UE4 replication. Thanks. I'm still waiting for network profiler video. :D
Will be working on it soon (hopefully during the break). Network Profiler is going to be outdated very shortly but I still think I may show some of the basics because it's still quick and easy to use.
Thank you for the kind comment 😊
thank you man, really. i'm pretty sure i'd have never figured out replication without this series. you explain things so much better then other tutorials i've watched. thank you. this series should be officially sponsored by Unreal.
Man, that was a pleasant way of watching and learning something. Just found out your channel and to be honest? One of the most enjoyable ue4 content out there ! Thanks for the videos!
Hey Dennis! Thanks so much, it means a lot! 😊
Still wating for part 5 amazing content ❤️👌
Part 5 was going to be the Holy Grail I have been after, why stop there?, this was great content, come on Bry you tease!
I just found your channel and every video of yours are some of the best tutorials I've seen. I know it's been 2 years but I really hope part 5 will release one day! That optimized smooth movement is exactly what I'm having trouble with right now so I need you to save me and level me up to 200!
Bro you put SO MUCH effort into making these videos & I'd just like you to know it hasn't gone unnoticed. So many unnecessary things but you put forth the time & effort just to make the overall quality better. Its awesome bro. Keep doin you
ive listen to all 4 part to understand i was waiting for part 5 !! but you did amazing job in those tutorial ! real good stuff!!!
Thank you for this incredible tutorial series, I learned a ton. After testing out the code, there are a few corrections that should be made, in my opinion:
1) The FlipFlop on the chest Multicast Toggle Open event should be replaced by a check on IsOpen. It seems that individual clients have their own version of whether they're Flip or Flop, so you can run into syncing issues on the chest opening animation (e.g. Client 1 opens the Multicast + RepNotify chest. Client 2 then walks over, once they enter the relevancy area the chest snaps open. When Client 2 goes to open the chest, it will actually play the opening animation, even though it should be closing. This is because Client 2 was still set to Flip, i.e. Open, when Client 1 had been set to Flop). Using explicit checks on state variables is probably a better idea for multiplayer scenarios than FlipFlop.
2) For the Multicast + RepNotify, there should be an additional Switch Has Authority node before the RN Toggle Open. Only the server should call RepNotify events. If a client tries to, you get the following error: "UNetDriver::ProcessRemoteFunction: No owning connection for actor Chest4..." By using the switch, you can eliminate this error.
3) The chest's Emissive should be set in the OnRep_IsOpen function. That way, the appearance (rotation + glowing detail) of the chest will be consistent across all players. The way it is currently, if Client 1 opens the chest (which turns off the glow), and later Client 2 comes along, Client 2 will see the chest open and glowing, even though the chest shouldn't glow when open.
Thanks again BRY for this series, these minor fixes don't detract at all from the overall quality of the explanations and the amazing production value - just wanted to help others who may be trying to integrate multiplayer into their own games!
It's been a while, but I finally got around to fixing all of these lol.. except now 4.25 users can't open the map since it's on 4.26. Also, a lot of new crashes started happening with trying to create a Dynamic Material Instance in the constructor as the client but only for Text components (UE just crashed) - so that's been changed to. I just have to rebuild part 3 now.
Thanks for the feedback brother, hopefully all is well. I love your vids btw. Keep it up (you inspired me again)!
@@brynertoma Hey great to hear from you! Glad you're working on a new video, we are all eagerly anticipating. Best of luck with the part 3 update and also with your multiplayer indie game - I have been working on my own over the past couple months, we should compare notes :)
Our great master, don't leave us hanged here, please, update the series with more content.
Hahaha Mahdi.. I’m going to be doing it full time soon, just getting things in order 😂
Aww baby, length doesn’t matter to me. I’m only interested in the content.
Also, please stop saying “Smash that ding-dong.” It makes me flinch.
Hahahahahahahahahaha yasssssssss 💯goals... I hope you're ready for the next video 😈
This series is incredible man. Thank you - looking forward to more!
I can't even begin to describe how helpful this is. I've been doing ue4 networking for a long time and am still bashing my head against the wall every single time. I really hope you keep this up, awesome work!
Thanks ukiW, bashing head against wall may be causing some replication issues when it comes to brain cells - just a heads up lol... I'll keep them coming for as long as I can. Going to dive into some other series once Part 5 is out just to help speed things up.
I love such channels, where information is presented as in a nursery, chewed up information and put it in my mouth. Definitely, Like and Subscribe!
Awesome tutorial, probably the best and most easy to understand on this topic, would really love if you could do the part 5, youtube needs more people such as yourself who explain the more complex topics in a easy to understand and well demonstrated way
ur videos are edited so well it makes thr tutorial fun
That's what takes the longest hahaha. I don't want to lose anyone's attention so I spend a lot of time in the editing phase. I'm workingon getting quicker / better at it so eventually it becomes a weekly release schedule instead of a twice a year event 😂
I think it's worth noting that when you mentioned in 25:25 that the server also calls the OnRep function when the variable is changed only applies to blueprints. I seem to never get this behavior in C++ and have to tell the server to call the function manually.
You are correct. I'll add it in the description / pin a comment just so people know. I've had a lot of C++ users run into this and bring it up on Discord.
Dude ROFL, massive respect, insane video editing skills plus useful information while being concise.....massive respect sir :'D :'D
When the presenter is as good as you are I really don't care about the length of the video. Or in other words: They could even be longer :) Really great content you put out in the wild and fun to watch and learn from!!
Super delayed response but thanks Thoeme! That's very much appreciated. I'll keep them coming in faster succession lol
Planets have been aligned in the correct form to perform this video
Like clockwork Lorenzo, never change... hahaha 😂
You got that right. They'll be solar alignment before he releases his next vid.
Also, gratz, you are the FIRST every TH-camr i have ever actually rang that bell for :)
I really enjoyed this tutorial Thank you!. I wish you continued this series.
This is so much more clear and interesting to watch than anything else I've found so far.
Good tutorial series, looking forward to more, don't change a thing, we'll wait for it!
Thanks grim! I appreciate your patience and the kind comment, typically they're just roasts 😂
I'll say that this video is as informative as Epic's official video on the same topics, but much more entertaining. This makes the longer videos much more tolerable and keeps the viewer engaged. As long as the (understandably time-consuming) entertainment persists, you are fine keeping the videos longer covering multiple topics.
For those interested in the videos I'm talking about in this comment, you can find the series here: th-cam.com/play/PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc.html
Thanks a bunch Jason! I appreciate the feedback! Making the characters animate just to get an LOL takes the majority of my editing time so I'm glad you recognized how time-consuming it is lol. Thanks for sharing the playlist - that was one of the first playlists I watched to learn about replication and it was an excellent step in the right direction.
incredible lessons and techniques doing so. so many thanks for this. keep them coming !
Thanks Nomadic! A new series started here if you haven't seen it yet. Part 5 will resume recording within the next few weeks. Discord Dilemmas Series: tinyurl.com/y4cee49v
I am so happy that you upload another part. I am liking it before watching it because I know its gonna be fun and informative.
Syed this made me laugh, hahahah. You have faith in me, thank you 😁
This series cleared up a lot about replication for me, thank you.
Hey Jostein! Apologies for the delayed response - been sick for the last 3 weeks. I'm glad it helped though 😃 Hopefully I'll be able to release a lot more soon.
Is part 5 in the making?
these tuts are amazing!
Excellent video, thank you!
Did you ever make part 5 where you discuss about the movement smoothness on clients with the last example black sphere? I'd be really excited to watch it.
Hey Bry, I just wanted to say that this video was extremely well crafted and informative. This is such an important part of good game design which I feel is really easy to mess up unless you dive deeply into the theme. Thanks for doing the work for us and showing it in such an instructive way.
Hey Endre, thank you so much for the kind words! You’re absolutely right in your thinking. Multiplayer opens up so many doors for your games yet if done wrong it can completely ruin the experience. I’m glad you enjoyed it. More coming soon.. just waiting for UE5 to come out before I do any more just in case they change all the buttons on us haha 😁
This channel helped me keep my sanity.
Hahaha yes, #2020goalscomplete
this series was immensely helpful. I hope part 5 is in the pipes still
I'm glad you enjoyed it! Yes, it is.. I've just been insanely busy with some other projects which are slowly starting to wrap up, so I'll be back at it hopefully really soon! 😊
5 5 5!!!
you do you buckaroo
just stay being awesome
lol, thanks for the laugh Adren, I needed it 😆
Difficult to get me to laugh, so good job! lol. Awesome videos and informative even for someone like me who just started learning UE4. Keep up the good work!
HeYMan! Haha, love the name. You're my target audience - I don't want new devs to waste the amount of time that I did learning things the wrong way. So I figured I would make some videos that I would have wanted when I started. I'm glad they're helpful and I'm double glad that they can make you laugh at the same time lol
Liked and subscribed, *****er! (What?! I said teacher!)
These videos are perfect. It's all of the relevant (ayyyy) info in one video, with the logical next step being in the next video. Don't change anything. This is literally perfect, and it's very possible these are going to become the new standard for learning UE.
That being said, it's now August. WHERE IS THE NEXT VIDEO AND WHAT DID YOU DO TO GREENY?!
Hahaha, I see what you did there. "New standard" - that's humbling 😭. I'm glad you enjoyed. Apologies about the delayed comment, I've just catching up on all of these now lol. Part 5 will resume production within the next few weeks. It's been long enough of a break, it's time to tackle it again 😊
nailed it :) - longer vids deep dives, the nets full of short two bit tutorials that's why your tuts stand out. Deep dive optimization and replication nice one...ok ok I do need to go back and watch rep 3 its true... haha!
Hahahahaa thanks Odzta 😁 I think the deep dives / deeper knowledge and the knitty gritty optimization stuff is what people like us crave lol
Came back to rewatch this after I played with multiplayer more. It cleared up everything I wasn't sure of, is the next part coming?
Yes Speedy, it's just a BIG one and I'm scared of the editing I have to do lool
You are an awesome instructor
Bingo, b1ngo 😏 - haha, on a serious note though, thank you - it means a lot.
I really love your tutorials :D, sense oft Humor and tutoring style + the visuals hell!
Haha thanks LP! I hope they're helpful.. They take the longest to come up with / implement lol
@@brynertoma yeah :D they definetly are! *the visuals help not hell... Damn autocorrect XD. :D thanks to you I am now starting to develop some game ideas of my own. (How do we solve the smooth movement problem?) & I have learned more from you in 4 videos then from the official epic games tutorials :D so yeah props to you ^^
That's what I love to hear! Make sure you share once you get some stuff built. Would love to see it 😊
Part 5 is going to cover the smoothing issue. I'm about to start recording it today now that I feel a bit better and can breathe normally again 😂
I'm really glad these have helped. At times I feel like it's too much info at once but from everyone's response it looks like it's separated in logical chunks that make sense so I'll keep loading them up with useful info. The next one is gonna be juicy too so I hope you're ready 😈
@@brynertoma :D definetly ging to do that ^^
Oh boy! That 5th part better be coming out, because I have exactly the problem with laggy movement for client! Pleaseeeeee
Again, another excellent video, and very much looking forward to part 5. The Longer form with more content is great, much better than short tutorials imo. Agreed with others, these should be official Epic tutorials. Thanks again for your efforts!
Thanks so much Lotus! I really appreciate the kind words and feedback. I'll be working on getting part 5 done God-willing I start feeling 100% again. It's been a rough week lol
keen for this part 5
Wow thanx man this is awesome, I totally get this now can't wait for the other series, KEEP THEM COMMING !!
This is the type of comment that makes me happy 😁 I love watching people get those "aha!" moments. Thanks JoKeR!
Would personally rather have the shorter videos. maxing at 20 minutes. At saying that this video was posted 2 years ago and I can't see a part 5 sooooo..... I'll take anything I can get. Would really appreciate more. Your the first person to explain this stuff to me where it actually sinks in...mostly...sometimes...a bit...Ill watch them again.
Oh, and YES The longer videos are much better. I'll gladly wait between releases because when it's all said and done, this is just a better way to learn and like you said; doesn't lose momentum.
You deserve waaaaay more than 1.53k subs man! I enjoyed the format greatly (length included) =]
That's man! I appreciate it. We'll get there eventually 😋
It's just a bomb! Very cool examples, thank you very much for the work done and an amazing explanation of all the subtleties
👍➕➕
Wow this is so well made
Thanks ArnoldsK! Now the key is to keep the quality while 1/2ing the editing time lol
I can see this becoming a course on the Unreal Academy, a Certificate of Awesome
Hahahaha thanks Rick James 😂 Maybe Epic can send out official framed CofA's lol
Thank you sir! I can watch these all day :)
I wish I could say the same thing about making them lool
Honestly thought where are your other videos? I would love to watch all of them :)
The ones mentioned in the video are being worked on. I took a detour to answer some commonly asked questions on my Discord - here's the series if you'd like to check it out 😊 tinyurl.com/y4cee49v - The rest will be released in the coming weeks.
Content length is fine. Do what seems to fit the subject and it will continue to be great.
Thanks Robert, very much appreciated 😄
Long videos are great. Thanks
Great! Will try my best 😄
Really love everything in those videos and needing to see the next part(s).
Just make videos with the length and release period that suit you the most and keep your pleasure doing it ;-)
Anyway, great work 👍🏻
Thanks Anthony, much appreciated!
Great video, Bry. As a 3D Artist I have been looking into understanding more how networking works. I really appreciate your videos they make it very easy to understand the concepts behind everything. On another note, maybe you should consider setting up a donation link for those of us who'd like to pay for your next beer! Cheers 🍺
Thanks Alliud! My target audience is folks like yourself - not heavy duty programmers that love getting into machine language but people that won't to do some of their own development and learn a little bit about programming logic and stuff. I'm glad you find these useful!
I've promised myself that once I get 10 videos up, I'll find myself "worthy" enough to start a Patreon haha.. until then, I've got some work to do.
amazing video again Bry! I'm all for dem sweet long videos!
Thanks Mr. Rik, thanks for sending me a pic of your cat 😂
Is part 5 still on the way? You have AMAZING
Amazing Like always. Keep up the Hard work Bro!!!!! Cant wait for the next one
Me too, can't wait for the next one 😂
Thanks a lot, learned a lot. Can't wait for the next video.
Seriously i needed this long time ago.
I wish I had these a long time ago too.. when I started learning lol.. I'm glad they helped 😊
Not gonna lie, that first 5 seconds cracked me up. Totally unexpected
It was a long video so I felt like I had to add something to throw people off-guard and gettem on their toes before they started watching the rest, hahaha
11:50 you create a dynamic material in your Construction script. I'm under the impression this is bad practice, that construct should be used to initialize the actor's properties and components. While it is possible to create dynamic material instances in this event, doing so can potentially cause performance issues, as creating and updating materials can be a resource-intensive process. Idk if it really matters for the sake of a tutorial, but since I'm not sure myself, thought it was worth mentioning.
Great videos, I joined the discord.
Hey mate, I just want to say that your videos are absolutely amazing and honestly should be an official reference to learn from.
So many videos (as you would know) have someone that has a terrible microphone or doesn't talk clearly, and they ramble or mumble for 30mins to get ONE point across, or they go on an overly complicated tangent that just makes the viewer yawn a million times and eventually wake up in a puddle of drool and a saw head from slamming into the desk at mach 10.
You, despite having MINOR little tangents, make it entertaining, and those small tiny tangents are like little breaks to let the information sink in, plus those tangents are like 5 sec long, not 5mins long, not 5 mins. I'm guessing you have some teaching experience? Because this is textbook! :D
While I worked on a personal battle royale project that was purely online and everything was procedural etc, I was actually really good with replication, and the project before that, purely online, same thing, and the project before that, so my knowledge SHOULD be good, but my current game, Metal Heads, has been mostly just Local multiplayer with the intention to do online later, and having been over 2 years since even touching online stuff, I for some reason seemed to have forgotten most of that online knowledge, which sucks.
The last 2.5 weeks, I have been working on getting online play into my game, couch vs couch, drop in, drop out etc, and as I learn, I'm finding myself rapidly getting quicker and more efficient at the online integration.
For example, yesterday, in a few hours, I converted a bunch of offline/local mini-games to have full online functionality, where as 2 weeks ago, I was dreading the thought, I figured they would take several days each.
I only just saw this video this morning, as if the world was trying to tell me "You need this" and this video has helped clarify a few things for me, and taught me to rethink how I have replicated some things to try and smooth out the gameplay, since my mini-games have potentially hundreds of things on screen all at the same time pretty much all of which are moving, and all needing to be shown on server and client...and all relevant to gameplay, so it's difficult to try and optimize things, I simply cannot have the server updating positional data at all times.
Plus I also need to factor in players dropping into a session at random, so they need to be updated with current information without lagging the entire server (of course if it is unavoidable, I do have the option to effectively pause gameplay while a client is joining, then unpause once they are updated, but that would really disrupt the flow).
I have started delegating the aesthetics to the client now instead, and have the server just dealing with things like player deaths, triggers etc, but need to work on keep the client in sync with positional updates.
For example I have a mini-game called Blue-Ballin', the level is on one giant rotating blue ball with 5 segments that rotate independently, and each segment has hazards, such as saw blades, and sweepers that rotate around these segments, knocking players off, plus the tops and bottoms of the ball have a hex grid, with each grid piece being a pillar that lights up, pulses for a bit, shakes to warn players, then launches outward to launch players flying...so yeah, lots happening, most of which the movement is handled in Timelines, there's timers too, and the server just cannot handle all of that at once, especially if it's a listen server. So I've now got the client dealing with a lot of it, but only aesthetically. And the server just makes sure that the client is in sync.
This is the mini-game here:
th-cam.com/video/7mwrsazYyuY/w-d-xo.html
Anyway, thank you so much for this clear, concise and perfectly pieced together video, keep on doing it, you're doing amazing work and deserve all the positive attention.
My only suggestions would be to add time-stamps in your description so we can easily just navigate to what specific things we need, if we need it. It just helps for reference later on if we come back to the video.
I also posted on Twitter to help share your channel:
twitter.com/MetalHeadsGame/status/1243340077641510918
Stay safe and stay healthy in this time, and keep up the amazing work :)
If anybody IS interested in Metal Heads, the OFFLINE demo is available on Steam now, but I am working hard to get online functionality in place for you all.
store.steampowered.com/app/1132670/Metal_Heads/
You win the record for the longest comment on the planet, hahaha!
I know EXACTLY what you mean with the drool / saw-head. That's what caused me to create these videos because it took me way too long to just get the golden nuggets out of videos / documentation that I needed to implement in my projects. This video itself had 1400 different takes of audio.. I wish I could have lower standards and just hit record once and leave all of the um's and ah's in there, but I just can't lol
Honestly reading the mindset change made me smile. That's my goal with these videos - to get to rethink the design and learn how to ask themselves questions while programming "where should this go?", "where should I be doing this", "does the server really care about this piece?" etc. I love it 🤩
I checked out your game, that is some FANTASTIC stuff you've got there! I absolutely love the Mario Party feel with the Metal - absolute GENIUS. Your winning screen transitions, cute hardcore characters, music, everything is extremely well done. You should be proud 😎
Also, thanks for the shout-out on Twitter man, I really appreciate it!
YAY! I won a thing! :D
No problems on the shout-out, there are many devs out there who are probably struggling to grasp some concepts, and when there are brilliantly made resources like this that are available, and sadly probably buried because of plethora of rubbish out there, I just wanted to give a little something back if I can.
I would totally watch a blooper reel at the end if you had one too :D
Thanks for the compliments. I absolutely cannot wait until I get online mode fully implemented, I'll actually be able to contact TH-camrs then, and get the game some more attention. Currently it's sitting at about 1268 wishlists, and 1300+ demo downloads, with demo downloads growing each day.
It might sound like a lot, and it is, thanks to the awesome people supporting it, but it needs to be at least 10x that amount for the game to remotely succeed.
I couldn't find you on Twitter at all.
Have you got an account set up at all?
This is fun to watch
My goal in life is to make you smile with these videos 😉
@@brynertoma im really enjoying it thanks
You should do it for a livng abd make full courses
You have provided a alternative to 42 , thank you :) I think the longer and shorter also comes down to the extra time between if longer. So I will say shorter.
Hahaha that's fair, thanks Chris!
Fantastic video! :)
Thanks you sir! Much appreciated.
This is too good, part 5 when?
Your videos are amazing! Please keep it going. And I think longer videos would be better :)
Thanks Victor! Slowly starting to feel better so more content will be coming soon 😊
BRY. Part 5 my sweet prince, gibbe.
Hahahaha, jumping back on it in the next few weeks. The demand is high and people are starting to throw tomatos. It's on it's way... 🎅
At 12:58 - even though you connected Print to "Authority" pin - it's still printed on the Client - why's that? It condradicts my way of understanding that check - as I was thinking, everything that goes beyond "Authority" pin - is ONLY executed on the Server.
You’re correct in your understanding. If you look closely, you can see that the message is prefixed with “Server:” - just because it’s printing on both the client and the server screen doesn’t mean that the client is running it. It does that simply because I am the server and the client and print messages show up in both viewports. The key is to pay attention to WHO is printing it. I hope this helps 😊
@@brynertoma OK, but still - take a look at the execution flow: Event Begin Play -> Switch Has Authority -> Set Timer by Event -> Print String.
First and second Node is executed both on the Server and the Client, that's clear. Then, as I understand, EVERYTHING that goes after second Node is ONLY being called on the Server, right? So, the Server creates a Timer, and the Server - also calls "Print String". So, if the Client's execution stops at the very second Node - how does Print is also executed there? Is "Print String" somehow - replicated to the Clients from the Server (and that has nothing to do with the execution flow)? Is there some sort of black magic in here?
@@domi_dreams I don't think I was clear in my explanation. You are right, it's NOT running on the client. The print string that you see is coming from Redy (left screen, Server), NOT YOrangey (right screen, Client 1). You can see this at 12:43
So I hook up the print string so only CLIENTS will print it (host/listen server or dedicated server will NOT run that logic). Then when I hit play, you'll see that "Client 1: Hello" on BOTH viewports. The left viewport (Server) can see that print string, but it wasn't the left "client" that ran that code - since the left player IS the server so he didn't print anything at all since he has authority.
Just remember when playing as the client and the server (2 viewports), you'll see the messages echo'd on BOTH screens, but that doesn't mean that each player is running the code - it just means whoever you see in front of the string is the one that ran the code. So *Client 1:* (which matches the description at the top of the right viewport "TH-cam Game Preview CLIENT 1" is the one that called it. If you had 4 viewports and made player 4 press a button to print string hello, you would see Client 4: Hello on everyone's screen because you're running them all on your machine. However, this does NOT mean that if you perform some other action like shooting or picking up an item, it's automatically replicated.
Bottom line, print string appears on all screens - it's "special". Black magic? Maybe, but definitely not "replicated" in the true sense of the word. Feel free to join us on discord if this still doesn't make sense, we can chat easier there 😊 discord.gg/GGeMXh7
thx, man. Perfect tutorials, sure, you'll get more subscribers soon
Thanks Nemo Nemo, I hope so - I just need to do a few more videos first lol
Hey! Where is part 5?
Oh man BRY you left us on a major cliffhanger, I haven't even heard of the optimizations you bring up do you have like a resource or something to read where I could try to work it out on my own while I await the return of the king?
nice to find it in 2022, so the part 5 is 2 years closer now ^^
😂😂 yes, real soon.. 1 year closer now that we're in 2023
Hello. Do you plan to continue this series?
Please make part 5!
Willing to donate body parts for part 5 at this point
Thanks so much for explanation! Helps me a lot :)
You're very welcome Vics. Thanks for watching!
Better than mukbang
LOL
Awesome Tutorial! Very entertaining
Will you be making c++ tutorials? if you have a course I am interested in buying, you make learning fun.
I may eventually get into some C++ tuts. There's a lot out there already but I'm really wanting to get "concepts" across and then maybe get into some deeper learning / full out curriculum on a start to finish project.
Thank you for your kind comments. I wish I had something that you can sign up to for content but so far everything I have is just on YT for free 😊
This was epic to watch
Speak for yourself, your content is 100x cooler 😂 Waiting for that next vid bud!
Man, I love all of your vids (just 4 for now lol). They are so compact so I sometimes have to pause and think hard to understand and resume. I don't mind vids up to 30 mins, but anything longer than 30 mins I tend not to watch, since I know that I am a quiter. I was struggling so much with Multicast and RepNotify, but you got them so well in this video, so thank you so so so much. I hope that you keep posting good vids (I am looking forward to watching your next vid(s) about optimizing network communication). Also, if you don't mind would you be able to run some quick collision/physics vids? I am not sure if I have to tick the enable physics box for collision object, mesh object, or both... Also, do masses from collision and mesh combine for physics calculation? Thank you!!!
6 DRAGON! WE'RE AT 6! 😂 tinyurl.com/y4cee49v (Discord Dilemmas Series)
I'm glad they helped. I know this comment is super delayed but I hope you've stuck to learning and haven't given up yet. If you have, well, we all do anyway so just jump back in 😊 We have a lively Discord server so feel free to join us if you haven't already! discord.gg/GGeMXh7
I will be doing tuts on physics stuff eventually. If you want to simulate physics, it's usually the thing that's visible (like the mesh). It needs to have a physics asset for it to be able to simulate physics (the mannequin has it by default). I know it's not a super explanatory answer but I hope that kinda helps.
Longer videos for sure... anyone can make superficial, tip of the iceberg videos - what people really need is the in-depth info about each subject like this one. Also, if you make longer videos you can put a commercial at the beginning and end and double up on that sweet youtube cash when you break onto that level.
Hahaha sounds like you know the monetization stuff pretty well. I've thought about it but I don't want to scare people away either. I have decided that all of my content is going to be free of charge though - no premium anything. If people can support out of their own willingness via whatever avenue, great. If they can watch simple ads that make other companies support me instead, great! At the end of the day, I hope people can save some of their time and not waste too much time learning things the wrong way 😉
@@brynertoma I gained a bit before they limited it to the popular channels. The research I did was make the videos more than 20 and less than 30 min with commercial at beginning and end. Your quality is very high so people will "suffer through them" but you can always go back later and monetize after you get a solid following and growth - you can't go back and change the length of the vids.
30:54 lmfao the sight of that graph makes me want to faint
Same, this is something that's getting replaced by a better tool (Unreal Insights). I will have part 5 show the use of the network profiler just because there's a few bits of information that are nice for quick tests but a more in-depth video will come out using the new tools that are 1000x better lol
What a great video!
OMG !!! Unbelievable !
Thank you, thank you!
WOW
just discovered your channel, and your videos are not only VERY useful and informational, but also easy to watch and engaging
really hope you'll return, especially because I really need to know how to optimize my garbage networking :D
Dude. Dude! DUDE! GIB PART 5!!!