Trying to build multiplayer into my 4X/CityBuilder hybrid and this repNotify in particular is really going to help me keep track of things like unit positions, game speed, construction and economy. Thanks for putting all this together!
I imagine this method would be ideal for Round Times, like in Counter-Strike and such? I’ve been struggling with just that and I think you just saved me!
For others following along, careful not to get mixed up like I did with the Random Float variable. At one point I accidentally put in the Random Float function instead of the get Random Float variable, and I couldn't understand why I was getting different values showing up in the text component when the variable was the same for server and client.
could you optimize this by using a random stream variable (with a random seed) that gets shared at the start then each iteration gets the random floats from that? obviously you couldnt do the demonstration like that but thought id just put that out there
What about the functions/Macros? Do you have to replicate them? Can you use the same function once from the server side and once from the client side? Do all variables have to be replicated? An example: I use a variable to control the double jump, does it have to be replicated to use the double jump? Because it works for the client, but the server can't double jump anymore.
I have a bug using this , where if the number doesnt change, the client goes out of range, comes back, no rep notify is called because the value didnt change. and the client goes back to seeing the default value.
it bugs me a little that rep notify sends this data, even to unrendered clients outside the field. cheaters can look at this data and know what they shouldnt. unless i misunderstood something
Got a slightly odd thing playing out: I have a lever switch that I'm animating through a multicast (Using a setup similar to the previous video) and I'm using the switch state boolean to RepNotify clients to handle synchronization if they join late or are not local to a change. This all works, however I'm finding that for the first interaction a client does with the switch causes it to update just via the RepNotify (so it doesn't animate), but then all future interactions it seems to run fine through the multicast (it animates into position). It always animates on the server thought. Any idea why this might be happening? Could it be a Replication Condition?
if you are using a timeline, the timeline local state isnt replicated. so when it tries to play the reverse animation, its already in the final position.
I'm sorry Ryan...but for some reason I just can't follow what you are saying in these videos. I'm still having issues with variables not replicating across and I think maybe you are leaning on some of your other videos and not explaining some items. This should be much easier than it is. Anyway, just very frustrated and may try another video series to see if I can understand better. I'll still follow your other videos but I'm giving up on this series.
buddy, setting up servers and stuff is THE hardest thing in unreal engine, you are not expected to get it done that easily, I am somewhat an expert when it comes to unreal engine and I still suck at online hosting and etc. and I tell ya, ryan vids are the easiest out there and I think I checked every single video on this topic on youtube
Trying to build multiplayer into my 4X/CityBuilder hybrid and this repNotify in particular is really going to help me keep track of things like unit positions, game speed, construction and economy. Thanks for putting all this together!
I imagine this method would be ideal for Round Times, like in Counter-Strike and such? I’ve been struggling with just that and I think you just saved me!
For others following along, careful not to get mixed up like I did with the Random Float variable. At one point I accidentally put in the Random Float function instead of the get Random Float variable, and I couldn't understand why I was getting different values showing up in the text component when the variable was the same for server and client.
This was extremely helpful, thank you for posting.
This is extremely helpful! Never even knew what this was called till now.
The best explanations of replication I’ve seen, really simplifies the process, well done :)
Looking forward to more videos in this series!
Great tutorial.
These are the best dude thanks for helping us out as always 🥰
thank you for making this tutorials
When you say “server” is it the host player?
Yes
IS the net cull distance connected to the sphere in someway, or is the sphere just a rough visual for the boundary?
is this for online games like pubg and fortnite or it's multiplayer when 2 pc connected to the same wifi
Both
@@RyanLaley good .. i hope i can understand I'm very interested with multiplayer games ... thanks
could you optimize this by using a random stream variable (with a random seed) that gets shared at the start then each iteration gets the random floats from that?
obviously you couldnt do the demonstration like that but thought id just put that out there
How can we make the host player see it when he enters that area?
What about the functions/Macros? Do you have to replicate them? Can you use the same function once from the server side and once from the client side?
Do all variables have to be replicated?
An example: I use a variable to control the double jump, does it have to be replicated to use the double jump? Because it works for the client, but the server can't double jump anymore.
Will there be tuts on how to actually host matches and join em
Yes
@@RyanLaley Ok
I have a bug using this , where if the number doesnt change, the client goes out of range, comes back, no rep notify is called because the value didnt change. and the client goes back to seeing the default value.
it bugs me a little that rep notify sends this data, even to unrendered clients outside the field. cheaters can look at this data and know what they shouldnt. unless i misunderstood something
Voice Crack of Death
Got a slightly odd thing playing out: I have a lever switch that I'm animating through a multicast (Using a setup similar to the previous video) and I'm using the switch state boolean to RepNotify clients to handle synchronization if they join late or are not local to a change. This all works, however I'm finding that for the first interaction a client does with the switch causes it to update just via the RepNotify (so it doesn't animate), but then all future interactions it seems to run fine through the multicast (it animates into position). It always animates on the server thought.
Any idea why this might be happening? Could it be a Replication Condition?
if you are using a timeline, the timeline local state isnt replicated. so when it tries to play the reverse animation, its already in the final position.
I'm sorry Ryan...but for some reason I just can't follow what you are saying in these videos. I'm still having issues with variables not replicating across and I think maybe you are leaning on some of your other videos and not explaining some items. This should be much easier than it is. Anyway, just very frustrated and may try another video series to see if I can understand better. I'll still follow your other videos but I'm giving up on this series.
buddy, setting up servers and stuff is THE hardest thing in unreal engine, you are not expected to get it done that easily, I am somewhat an expert when it comes to unreal engine and I still suck at online hosting and etc. and I tell ya, ryan vids are the easiest out there and I think I checked every single video on this topic on youtube