Actor and property replication
Getting an actor to exist on every client, and getting its properties to match the server's values, are
Getting an actor to exist on every client, and getting its properties to match the server's values, are
Boost.Asio is not just an async I/O framework — it is also the de-facto C++ networking library.
Boost.Asio is the asynchronous I/O framework at the heart of modern C++ networking and
Boost.Beast is a header-only C++ library for HTTP and WebSocket, built directly on top of
UCharacterMovementComponent is the single biggest reason ACharacter is worth using over a bare
Overview
Wall-running, climbing, grappling, and swimming-that-isn't-MOVE_Swimming all eventually lead you to
Collision and physics tell you that something touched, but they don't know what "damage" means — that's
Replication and RPCs describe how actors talk to each other once a game session exists. Dedicated
Most projects start single-player, or single-player-first with multiplayer as a maybe-someday. That's a
Overview
Why this matters
If a networked character waited for a server round-trip before every step responded on screen, the game
Every networking bug in Unreal traces back to one question: which machine actually owns this piece of
The default replication path re-evaluates, for every connection, whether every replicated actor is still
Replicated properties are good at "this value changed and stays changed." They're the wrong tool for
Overview
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Overview