Ownership in Unreal Engine

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  • Опубликовано: 7 сен 2024

Комментарии • 12

  • @gosti_fr6106
    @gosti_fr6106 Месяц назад +2

    Great video, very well edited and explained, well done! =D

    • @Risensy
      @Risensy  Месяц назад +1

      I'm glad it was useful and interesting! There are also other training videos on the channel that can help you! 😉

  • @nand-studios
    @nand-studios Месяц назад +1

    VERY GOOD

    • @Risensy
      @Risensy  Месяц назад

      I'm glad it was useful and interesting! There are also other training videos on the channel that can help you! 😉

  • @diaryofgamesdeveloper
    @diaryofgamesdeveloper Месяц назад +1

    nice video just subscribed Server is always King Never the client Client only has input and Server only gives Responses

    • @Risensy
      @Risensy  Месяц назад +1

      I'm glad it was useful and interesting! There are also other training videos on the channel that can help you! 😉

    • @diaryofgamesdeveloper
      @diaryofgamesdeveloper Месяц назад

      @@Risensy could you do a video lobby area where you can invite people press button and it will search for any other players and they will connect then once all players are found connect to server

    • @Risensy
      @Risensy  Месяц назад

      You are now talking about the matchmaking system and it is harder to do it on blueprints, but it is possible. However, you can look at tutorials on creating a matchmaking system using PlayFab.

    • @joeyvgang
      @joeyvgang Месяц назад +1

      @diaryofgamesdeveloper not entirely true, altho in 9/10 cases absolutely! Sending stuff such as movement input over the network and implement them only when server-validated results in an average of 70-100ms delay in all user input, which is noticeable in casual games but absolutely fatal in any competitive scene. Having the client accept user input and then occasionally get a verification from the server telling them the 'truth' generally alleviates that but it does mean the client holds authority over its own pawn state

    • @Risensy
      @Risensy  Месяц назад

      Of course it is! However, depending on the logic, the game and the case, things can be different, so it's important to understand each case and have a proper understanding of multiplayer!😉

  • @Hunt4Glory
    @Hunt4Glory Месяц назад

    You’ve earned my sub 😊. Amazing tutorials, you’re a gold mine.
    I have one request, it’s completely ok if you dont have time, but I’m really stuck on carrying replicated items. Such as the sea of thieves treasure system. Where you can pick up a treasure chest and carry it around. If you could help out with that, or point me to a tutorial I’d be so grateful.
    Also, how would I go about a multiplayer currency system like sea of thieves? I turn that carried object into a currency? Any videos I could use that exists already or ways I should start?

    • @Risensy
      @Risensy  Месяц назад +1

      I'm glad it was useful and interesting! There are also other training videos on the channel that can help you! 😉 Depending on the logic, different methods of carrying items can be used, such as RepNotify and/or Multicast. Creating a currency is a fairly extensive and complex process, so there are many things that need to be decided on: where the currency will be stored, how players will receive currency updates, and how interactions will occur.