Unreal Engine - Flexible Combat System Multiplayer Features

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Multiplayer overview for my marketplace asset the Flexible Combat System in Unreal Engine 4 and Unreal Engine 5. (ue4, ue5)

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Does this pack have any systems in place for handling custom movement in multiplayer? i.e. like a dash -- can the movement execute immediately on the client and then validate on the server?

esotericgamedev
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Are you gonna make any tutorials around this?
Things like syncing quests or connecting to a networking subsystem would be extremely helpful!!

MrEnriqueag
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Looks great, I've been following this for years. I added replication to DCS for my game, Shattered Fey (I haven't gotten magic for DCS replicated yet, replication is tricky at times). Have you tested this on the Steam sub system for replication? I'd love to use an off the shelf replicated system for a base and add in my other custom items. If it works via Steam for co-op than it's well worth the price you have it listed at.

lonehatchlingllc
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On old computers that run barely [single player game/code] at 25 - 30 FPS, do assets with Replication code have a higher cost?
2) If yes, is it possible to switch off Replication code if a dev only needs Single player function?

(I bought an asset with Rep code. It looks complicated, many extra nodes that wouldnt be needed for Single player. But without the seller setting up an easy on/off switch, it would take time for me to do it myself. For your multi-assets, it would take longer.
Thus I ask if it is even worth it to disable Rep code?: if Rep code only adds 0.0001 second computing difference? Or does it hit as high as 0.3 seconds on old computers?)

kenalpha