Multiplayer Shooting and Weapons in Unreal Engine 5

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  • เผยแพร่เมื่อ 4 ก.พ. 2022
  • In episode 19 of the UE5 game development series, we'll add the ability for our pawns to shoot a weapon using projectile movement. We'll use Niagara particle systems for the effects, and add replication to synchronize the server and all clients.
    Previous Videos - • Unreal Engine 5 Game D...
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ความคิดเห็น • 11

  • @BrassBoii
    @BrassBoii 2 ปีที่แล้ว +2

    I really enjoy the level of detail to the information you're spreading. Much love, and i wish you all the success on this platform.

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว

      Thank you! I'm glad to hear you're finding the videos useful.

  • @lemon6521
    @lemon6521 ปีที่แล้ว +1

    my god, this tutorial series looks like it's exactly what I need
    I can't help but notice that you haven't made any more tutorials in 11 months. That's a shame, because they seem really good. I hope you'll find your way back to it if you have the time.

    • @jjones503
      @jjones503 6 หลายเดือนก่อน +1

      Agreed. I hope to see more. I'd even join a patron to help out. 👍

  • @DaWeishmiester
    @DaWeishmiester 2 ปีที่แล้ว +2

    Have you tried this with any significant lag simulated? I'm guessing if you tried to play with ~150ms RTT and run into walls, the server corrections would be correcting the client back to a state that it was simulating locally approx 2*150ms+(1s/30) ago. Since the pawns move pretty quickly, guessing this could be quite a significant distance, also since there would be many moves in flight at that point, wondering how the server would handle corrections for those since it seems like the throttle is based on consecutive impacts?
    For the projectiles, having their lifetime be tied to the max network relevancy distance is something I never would have considered, quite a novel way of handling that. Again would be interested to see the projectiles working with some real amount of net latency since if both players are moving, the projectiles on the two clients and server would probably always be in disagreement so it seems like it might be near impossible to hit any moving pawn while at that kind of latency. Are you going to do a follow up video where you address network latency for online play? I'd be very interested to see what solutions you go with.

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว +2

      For the movement correction, you're most likely right in that this would fall apart under high latency conditions when moving along objects. The real solution is to do what the character movement component does - send the raw inputs and perform the same move on the server, rather than only jumping to the final point the client determines. I wanted to keep the first pass simple just to explain the concepts and keep the code easy to understand. I might write a custom movement component class in a future video to improve this.
      For the projectiles, it would be hard to play this in a high latency environment due to the speed of the pawns. This could be helped with movement prediction on the non-controlling clients. This could be also be improved by decreasing acceleration/deceleration on the pawns so they can't change direction quickly. No matter how good this is though, the high latency will always cause accuracy issues. Again, for this pass I kept the logic here simple just to focus on concepts and keep the code easy to read.
      I do plan on testing the game with higher latency to see where it falls apart in a future video.

    • @DevNohara
      @DevNohara 4 หลายเดือนก่อน

      @@LivelyGeekGames Regarding the shooting mechanic, Is there anyone who demonstrates this in a tutorial format?
      Can't seem to find much.
      I'm implementing server validation when the client is shooting in my game, but under latency, it feels horrible.

  • @lifelife3061
    @lifelife3061 2 ปีที่แล้ว

    whats the difference between a aws and a dedicated server whats are the pros and cons

  • @yaseenandyounes372
    @yaseenandyounes372 2 ปีที่แล้ว +1

    Please answer my question, is there octane render for unreal engine 5

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว +1

      I don't know much about Octane Render other than it being released for UE4. You might try emailing Octane's support to see if they plan to release a version for UE5 as well.