Unreal engine - synchronize character motion with custom server using WebSocket

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The document outlining step by step on what I needed to do to achieve what's in the video can be found here:

In the previous video we had the character enter the game world:

The custom server that I am using can be found here:
It's not complete, but feel free to experiment with it.

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Very interesting!
Do you find WebSockets better than gRPC Bidirectional stream?

eldadyamin
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hello why choose websocket instead of TCP/UDP protocol?

saitokojiro
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These are great videos and I look forward to watching more! Im learning a ton about how to leverage a Data base and this video in particular it is exciting to learn about TCP! I was thinking, could you solve the issue of cheating by putting all of this on the server side with dedicated servers sending the movement data to the data base in stead of the client sending this directly. Example: player A joins dedicated server A which sends all player A movement to the data base, Player B joins dedicated server B which sends all player B movement to the data base, server A and B gets all none connected player movement information on updated from the data base. Added benefit could be using dedicated server C to do all AI movement and send there movement info into the data base for other servers to pull from. Not sure if that is a good description but with this you retain all of the benefits of the current unreal server code with the existing dedicated server but now the servers can do all of the physics and movement calculations server side and in theory have more then 100 players in the game with one another since the server focuses on just a few player and replicating all close proximity actor location and movement.

HughieDMj
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It's looking more and more beautiful every day!

keithlarsson
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how to synchronize anim bp to control animation states?

robsonfernandes
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