Unreal Engine - Replication Basics (1/3)

2024 ж. 28 Сәу.
33 783 Рет қаралды

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  • All people who want to teach or learn about replications, please send them to this video! This is brilliant! Thank you!

    @RomanTimm@RomanTimm Жыл бұрын
  • Reid, my guy, been watching you for months since I started my Unreal Engine journey, I appreciate all your efforts that have gone into your tutorials. From the bottom of my heart thanks for the knowledge!

    @MBAalrightgames@MBAalrightgames9 ай бұрын
  • Finally someone explaining how it actually works instead of giving a step by step on some mechanics that you will have trouble to use elsewhere if you don't try to understand the underlying principles

    @Swilzy@Swilzy10 ай бұрын
  • I still after years come back to this as it reminds me of the basics in the best way! Thank you for 2 years of reminders :D

    @MrWilson1311@MrWilson13112 ай бұрын
    • word

      @gordonmcallister9260@gordonmcallister9260Ай бұрын
  • Amazingly well-explained tutorials, well thought-out too! I'm making my way through your vids, the ones I need right now, and liking each one. I left a similar comment a year ago on your aircraft video :)

    @ShadowSnake141@ShadowSnake141 Жыл бұрын
    • Thank you for the support, glad u like them

      @ReidsChannel@ReidsChannel Жыл бұрын
  • Someone give Reids a medal, I FINALLY understand how replication works.

    @faranmazhar6242@faranmazhar6242 Жыл бұрын
    • Better Subscribe then! It helps him out.

      @kevinsmith8602@kevinsmith8602 Жыл бұрын
    • @@kevinsmith8602 why don’t i kiss you on your hot mouth

      @patrickbateman4641@patrickbateman464111 ай бұрын
  • This is the best introduction to replication ever.

    @gmaheuxdev5349@gmaheuxdev5349 Жыл бұрын
  • This is an amazing tutorial. Way better than all other Unreal tutorials I've seen so far. Thanks!

    @wjomlex@wjomlex Жыл бұрын
  • great explanations. i love how you go through all the various steps of how the replication can fail and why.

    @n8n8n8@n8n8n82 жыл бұрын
  • Thanks for clearing this up bro!

    @DevGods@DevGods2 жыл бұрын
  • I have been needing this. Thank you

    @captiancombat8531@captiancombat85312 жыл бұрын
  • Amazing Tutorial !!! Please keep making these !

    @avipinhasov302@avipinhasov302 Жыл бұрын
    • amazing comment ,keep commenting support, please comment more!

      @danielbaker4841@danielbaker4841 Жыл бұрын
  • Pretty good explanation of the Replication nuances, thanks for explaining the various options.

    @Yggdrasil777@Yggdrasil7772 жыл бұрын
  • Hey you make some really superb tutorials

    @roostertheastronaut4513@roostertheastronaut4513 Жыл бұрын
  • are you fucking kidding me. 3 hours of going nuts over my scoreboard not updating for clients and all I had to do was replicate the variable itself. GOD DAMNIT. THANK YOU

    @ryanpatton1795@ryanpatton1795 Жыл бұрын
  • You save me hours of search. Thank you very much !

    @VidarkWYRD@VidarkWYRD3 ай бұрын
  • good tutorial. Thank you

    @user-tm2vc1mb5j@user-tm2vc1mb5j Жыл бұрын
  • Video is perfect. thanks for taking the time to make this!

    @ruellerz@ruellerz Жыл бұрын
    • I'm having a PITA time with UE5.1 and vehicle movement sync. In a past video you went buck wild with C++ and Network Prediction. Would you do the same? Any direction to resolve would be amazing ty

      @ruellerz@ruellerz Жыл бұрын
    • Disabled Replicate movement. Replicating the movement of my player controller input of tank but it gets out of sync. Do I try a repnotify of the world location of my Mesh? ughah boogah i keep going in circles on trying to figure this out. rawr

      @ruellerz@ruellerz Жыл бұрын
  • Thanks man, just what I was looking for. This helped me figure out my problem. If it's the client I needed to send the values to the server and have it use those values to set, its own version and then continue executing the code in Parallel while the client also did the same thing on their end.... although I'm not sure if the client actually needed to but it's what Lyra was doing for their Dash ability. After that it seemed to function properly on both the server and the client.

    @unrealdevop@unrealdevop Жыл бұрын
  • Amazing! Thanks!

    @SaiPrashanthNS@SaiPrashanthNS Жыл бұрын
  • First time someone has explained this to me and i've actually fully understood it. well done, and thankyou. Lets see if it continues as we go deeper. :D I have my dunce hat at the ready.

    @davidoaken2786@davidoaken2786 Жыл бұрын
  • Damn, thank you so much for this. Can't wait for the next tutorials.

    @shaman4874@shaman48742 жыл бұрын
  • Subscribed! Good and thorough explanations at the right pace. Very helpful!

    @murnoth@murnoth Жыл бұрын
  • how to replicate to a specific users? I am stuck with a problem where I actually want it so that if player 1 clicks player 2, p2 get's notified that p1 has clicked him, can you please please help me with that I had been on it for weeks trying to figure it out

    @devpatel8276@devpatel82768 ай бұрын
  • I understand c++ and im pretty good with networking however, unreal confuses with with their terms and lack of easy for find documention. Your tutorials are extremely helpful for people like me who can see what you’re doing and use that knowledge to build something I was trying to make or in this case the road block in security I had not knowing the differences in unreals networking system. Thank you so much and keep up the great work!

    @dotBAIT@dotBAIT2 жыл бұрын
  • im like 999! get it to 1000. good video. Thank you.

    @thebigchair8584@thebigchair85847 ай бұрын
  • Hey, I thought of such a system: Singleplayer game and saving the character, current map, etc. on mysql server where the data will be sent via VaRest plugin to a PHP file which will be a validator whether the character has definitely gained such experience and items and trading in singleplayer game will be possible, because the game will send and receive data, so it will be possible to do chat/trading between players. Can such a solution make sense? It will save a lot of costs, because there will be no need for a dedicated server or vps. Everything would operate on detailed validators. what u think?

    @LuizGamingYT@LuizGamingYT13 күн бұрын
  • Videos always fire

    @bigmanluke8266@bigmanluke82662 жыл бұрын
  • You have a great teaching skills. Your demonstrations are really good. Epic Games must be aware of you!

    @eyupalemdar@eyupalemdar2 жыл бұрын
  • Thanks for this little series. Really nice to see some fresh videos in UE5 as well. Does the type of replication you did in this video do anything to help prevent cheating?

    @jessestewart5109@jessestewart51092 жыл бұрын
    • Thanks :) Well the more logic you have on the server, the harder it will be for someone to cheat. So the fact that the box's color can only be changed on the server would go a long way in preventing cheating.

      @ReidsChannel@ReidsChannel2 жыл бұрын
  • replications is not just this switch has authority is more complicated than that

    @MaxStudioCG2023@MaxStudioCG20234 ай бұрын
  • done.

    @user-kp4rl8qb9y@user-kp4rl8qb9y Жыл бұрын
  • Thank you thank you thank you!

    @jamesonvparker@jamesonvparker Жыл бұрын
  • thank you :)

    @lugge1358@lugge1358 Жыл бұрын
  • Your channel is amazing! Please make an FPS Reload System (you're a life saver btw)

    @oliverterry1456@oliverterry14562 жыл бұрын
  • goooood tutorial

    @Puledro94@Puledro94 Жыл бұрын
  • Awesome video!!! You mention only replicating what you need to, what are some examples of things you shouldn’t replicate to save bandwidth

    @dearelusive9557@dearelusive95572 жыл бұрын
    • Thanks. Hmm, well that's hard to answer. If something needs to be sent to the server or to a client you have no choice but to replicate it in some way, so there aren't really things you should or shouldn't replicate it just comes down to what things need to be replicated for your game to work. Like if you're replicating the color of the cube when it changes that is okay since everyone needs to see it, but if you're replicating the color every frame then that's just a waste of bandwidth. Or if you were to replicate the scale of the box every frame then that would be a waste since it's never changing... so its not so much a matter of things you should or shouldn't replicate but instead a matter of what do you need to replicate.

      @ReidsChannel@ReidsChannel2 жыл бұрын
    • @@ReidsChannel Oh!!! I understand now! Thank you for answering, I appreciate the way you teach, honest! :)

      @dearelusive9557@dearelusive95572 жыл бұрын
    • @@dearelusive9557 No problem :)

      @ReidsChannel@ReidsChannel2 жыл бұрын
  • Legend

    @PyrateMickey@PyrateMickey2 жыл бұрын
  • Hey, thanks for the video! One part confused me. I thought the rep notify only ran on the client. But when you cut the code that sets the color parameter from the Begin Overlap event and moved it to the OnRep_CurrentColor auto-generated function I don't understand how the box changed color on the server (left screen). Was it acting as a client in that case or is there some other replication stuff happening that I don't understand? My intuition would've been that you needed to have that code run on both the server in that Begin Overlap event as well as the client in the rep notify function.

    @UstedTubo187@UstedTubo187 Жыл бұрын
    • a RepNotify will run on the server and the client(s) when using Blueprints. Just as a side note... in C++ a RepNotify will not run on the server, so if you'd like it to you need to manually call the function yourself.

      @ReidsChannel@ReidsChannel Жыл бұрын
    • @@ReidsChannel Thanks! I have to say, this is the best resource I've found for explaining this stuff. The way you broke down each step and explained the implications for each step made it more clear to me what's going on and how the client/server relationship is designed to work. I've been trying to do something that I thought should be somewhat simple, which is to get the VR pawn in the VR template to be able to through a pickup cube to another player in VR, but the documentation and resources available are somewhat scarce and nebulous. I'm hoping I see something in one of your tutorials that will help me close the loop on that.

      @UstedTubo187@UstedTubo187 Жыл бұрын
  • How does this interact with your previous video "UE4 - Advanced Networked Movement Tutorial"?

    @ColinKable@ColinKable2 жыл бұрын
    • This one focuses the fundamentals of replication, on non-character-movement-related concepts. It's a lot more general. If you know nothing about replication you should watch this first.

      @ReidsChannel@ReidsChannel2 жыл бұрын
  • Hello Reid, first of all awesome tutorial like always

    @marv8107@marv8107 Жыл бұрын
    • Hey, I'll consider it! Thats a great idea.

      @ReidsChannel@ReidsChannel Жыл бұрын
  • Please make a series about FPS game AI like in far cry or battlefield, I've build all the first person mechanic required for these games but can't make the AIs good like in those games

    @ayanbahukhandi1869@ayanbahukhandi18692 жыл бұрын
  • Replication Client works well with two players but with three it does not. Is it something with setting owner?

    @rolferikson@rolferikson Жыл бұрын
  • With regards to netcode, is UE5 better then UE4 by default for multiplayer netcode? cuz yikes does UE4 requires a fair amount of TLC to get decent multiplayer netcode setup to avoid rubber banding.

    @geoxeph_clips@geoxeph_clips2 жыл бұрын
    • How are you gonna solve networking issues when you can't even use 'then' and 'than' properly?

      @edenassos@edenassos2 жыл бұрын
  • Gold

    @youngjojo3052@youngjojo30522 жыл бұрын
  • This is lil wrong. The client collides with the box but it sends it to the server and asks it "Is this collision valid" the server then says "yes" and sends the result back to all clients and they change the color.

    @randomdamian@randomdamian Жыл бұрын
  • nerdiest metaphor: the server is the dungeon master and the client is the player.

    @dominiccambra7963@dominiccambra79632 жыл бұрын
  • All such multiplayer tutorials show how to create a blueprint so that the player creating the game is a master. But if our game is to have the option of dedicated servers, then the player setting up the game ceases to be a master, because they are all clients. Doesn't that break our script?

    @llYuki0okami@llYuki0okami Жыл бұрын
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