Комментарии:
whats wrong with the subs? are those from a completely different video or perhaps 5 minutes offseted?
ОтветитьOut of curiosity whats the max (hard limit) of players that the engine can handle online at any given time?
ОтветитьEnglish subs (not auto-generated) are off for me when I watch the video.
ОтветитьThank you for the network multiplayer tutorial
It's very useful for my project can you check the English sub-title, please
I think it looks weird
Thank you
25 players in a game. Pawn movement sync help? Dedicated server.
ОтветитьProject files aren't available anymore :( Got "Oops! That page doesn’t exist or is private." message when clicking Project files link in the description.
ОтветитьThe closed captions are not synced to the time..
Ответить..... a dev that doesn't know how his own tech works def a google coder jesus
Ответить@Unreal Engine Where can we get the cool stickers 😍😍😍 Greetings from Germany
ОтветитьThe stream is really good. But please tell me where can I buy that mouse-keyboard movable desk.
ОтветитьPls fix the english subtitles :c
Ответитьwas wondering if theres anything i need to know about custom movement mode & network replication?
ОтветитьI get "Oops! That page doesn’t exist or is private." on the project files page
ОтветитьProject files MISSING! Link is not working! Oops! That page doesn’t exist or is private.
ОтветитьThank you for the video.
You should utilize timestamps for such lengthy videos.
if my game is prepared for local network multiplayer in pc will it work locally too in mobile via wi fi ?
ОтветитьSubtitles are out of sync
ОтветитьAlan Wake works for UE?
ОтветитьDon't wanna be mean but i feel like michael is bad at coming to the point and more just chattering.. (at least in the seond half)
ОтветитьCan you make more multiplayer videos?
ОтветитьSo the question I have, I got a source build up and running , build a dedicated server for testing things between different hardware on the same home LAN network
The idea would be to load the server and have it start the map ,
And have a UI that can
Start a offline game , start a local listen server , join a local listen server , join a home network LAN server by entering the IP the server is running on , or finally join a outside server ( like steam )
Now the issue I find is when joining the dedicated with a client say my desktop (where my laptop runs the dedicated server standalone ) I get "oss no game session to leave for session (games session ) error in the server log
players can connect on the server and seem to be working, even if one is on the laptop with the server and one is on the LAN.... but I get that error on join and leaving from both pc's
Has anybody ever figured out that error ?
I've seen a ton of people asking over the last few years with very little real answers or fixes
It seems to me that the server loads a character on creation of the server , which I change to an empty pawn or character and has no effect 🤔
Multiple player starts seem to not fix it either
It seems to be on creation of the server auto loading a character to one of the player start regardless of how the game mode override is setup
Is there any actual clarity
On building and joining a dedicated server on a network and how to possess either the server character that spawned or to have the server not spawn a playable player character until you've joined ?
In essence I'd like the server to just run 24-7 with a programmable reset interval , and be able to connect or disconnect at will within a Home LAN network,
Possibly adding join outside network servers once I get further along
There seems to be no real information about how to actually make this work properly without having to have some service like Amazon server hosting or something
To me if your building a game for people to play , emulation through PIE is basic , then you move to testing on a dedicated, then you move to public testing with a dedicated, then you bug hunt
Otherwise you end up like cyberpunk 2077 with a game that worked in an editor but not on people's actual hardware and you get sued for your crap game for lack of actually testing it
And there seems to be absolutely no real hard information on this that isnt scattered ,lost in tutorials or just not assembled very well 🤔
Is there any idea if there will be some real breakdown of how to set up a dedicated server on a private network for testing purposes so some of us aspiring people can avoid a lawsuit filled future being unable to properly test functionality across various platforms
It just seems like there is a real lack of clarity on anything that involves a dedicated server that doesn't involve paying other people to host it for you
"For obvious reasons i wont be typing that in" made me chuckle
ОтветитьWhen I run as listen server for some reason one controller controls all the players any idea why that is happening?
ОтветитьPC AS DEDICATED SERVER AND MOBILES BE CLIENT AND PLAY OFFLINE .
Ответитьwonderful thank you!
ОтветитьNo server checks and so much client-side trust. Reliable multicasts are a big no-no too, there is so many unpractical takes in this video. I guess that's why this video is called fundamentals.
ОтветитьHello,
Thank you very much for this video.
A question seems important to me: in a sport game (with a ball and some online players) is it necessary to separate Frame Rate from Physic Tick Rate to build an efficient netcode like that of rocket league?
If so, is there an easy way to create this separation?
Hello there I have a question. I am making a game and it is suppose to be a multiplayer battle royale type of game the question i want to ask is that every multiplayer game requires SERVERS and for a game that is to be played by a million it need alot of servers. Does Epic games/ Unreal Engine provide any type of service in which we can use a server farm from Epic games or not?
ОтветитьThank you very much.
Ответитьis it still working for 4.25 ? Because I watched alot of other tutorials (made for other versions than 4.25) and all of the don't work for me.
ОтветитьI wonder why i should ask stuff like "is localy controlled" when i didnt set this up anyway. But is this because of the replication and to figure out which one is my pawn and controller and so on? So the Server gives every client a unique but not unique pawn+ controller? They are all the same, right? I just have to differ what function runs on server and what is for the clients to be replicated?
ОтветитьThat intro though.....Jesus
ОтветитьThat intro though haha
ОтветитьEpic Online Services - that sounds very nice!! Cant wait for it
Ответитьwhat is the point of this video, if you dont explain how to do it
ОтветитьYou guys are a kind of my heros.. iam an architecture student with some need of creating sparetime fun for me and friends. Think this will help a lot. Def will check this kind of new unreal engine out. •••• all best
ОтветитьVery well said
ОтветитьFlashiest intro ever. Great show, thanks guysA!
ОтветитьGood night
How can I export my project to html
Best engine ever 🤖
ОтветитьI'd rather watch some c++(or BPs, but only from scratch) tutorial with code explanation with as much as possible detailing. where it would be said why we use X (actions, arguments, naming and so on) thing and not Y. It would be great to see/hear some analogy(not the only way of doing it) for the functions you may show in the feature.
But nevertheless this video is super informative and clear! I do appreciate how These 2 dudes explain it!
I don't want to be insulting person but in my opinion at this time this live stream was more like water with no taste at all - it could be done in 50% of time and started for Noobs like Me from scratch from brand new project and not the "setup ahead of time" because we missed a lot of nice things behind of scenes how it is that setup working.
Ответитьhi
I want make a game Guess the words
for example game Word Cookies
can help me for blueprints and ... for make game and tuch