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Concerns Related to Networking and Movement

Hello everyone! How are you?! Are you fine?! Being good developers and all? Yay! Great!

So here is the thing. Lately I have been thinking about networking I started to have a huge concern in my mind regarding movement and how smooth it could be replicated.

Here is the story;

Maybe you know it, I have been working on my Unreal Fighter 2D project, a template about creating fighting games in Unreal. Now, my whole movement is based on two things; One being a Timeline, and other being Add World Offset.

You see, a Timeline with a float value constantly updates the location of the player via Add World Offset. This happens when you jump, when you get hit and all that. Also please note that I am not using player BP, my all characters are pawns.

You could say "Why don't you test it yourself?" but I never worked on networking so testing and I am sure someone knows a thing or two related this concern.

So here are the questions I would like a lil bit input upon;

  1. Am I screwed?

  2. Is there any way to make Add World Offset reliable?

  3. Is there any way to make the movement float variable, timelines, and/or specific nodes having very high priority to update when it comes to networking?

  4. What do you suggest for supper smooth movement?

I wish I could ask what they do at SF5, but alas, I need your help/opinion about this!

Thank you!

Product Version: UE 4.11
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asked May 13 '16 at 08:31 AM in Blueprint Scripting

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avatar image mdonge May 13 '16 at 02:35 PM

hello !

for my first version of my game, I used "add world offset" on the server, and a timer function sent position of the pawn each 0.05 secs. (My v2 version use similar tech but with physics enabled and force/torque) each client then move all other clients with an interp. For the moment with my second version I have max -3 meters from the real position for a max speed around 550 km/h. (checked with 100 ms ping).

Pawns don't have their movement replications implanted while character BP have a basic implementation (I personaly use pawn)

You can choose in each actor there network priority.

If it can help ;)

avatar image Achilleon May 13 '16 at 05:26 PM

Thank you for your reply! So um, do you ever get some weird unacceptable jitters, choppy movement so to speak? I will check the priority aswell, thanks!

avatar image mdonge May 13 '16 at 07:13 PM

I don't have any visible jitter with a "perfect" network, and I just tried with high ping, no packet lost nor jittering enabled ... Idon't have a real server to test, my game is in really early stage ;)

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I tried a timeline with Add Local Offset connected to a timeline and triggered with an event that replicated to all via server, it was indeed smooth! O.O

Thank you, my mind is clear at least for now! ^^

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answered May 13 '16 at 08:21 PM

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avatar image mdonge May 14 '16 at 09:42 AM

Maybe this can help you to tweak your game :


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