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Monday, May 18, 2020

Unreal Engine 4 Multiplayer Physics Actor Replication in Blueprints -- Part 2


In part one, we did the initial setup. Now that the boring part is out of the way, we can dive into the good stuff. In the second half of this tutorial, I'm going to show you how to add some force to your ball to make it move and, more importantly, how to replicate that movement.

Friday, May 15, 2020

Unreal Engine 4: Stop Physics Objects from Passing Through Collision at High Speed

If you're having problems with your physics objects passing through the collision of other objects, there might be a simple fix--Continuous Collision Detection. In your actor's Blueprint, open up the Construction Script, drag a wire from the Construction Script node and create a "Set Use CCD" node. Set "In Use CCD" in the node to true. Hook up the problem mesh as the target of the Set Use CCD node.

The problem mesh in my case is a ball
And that's it. This one had me banging my head against a wall for a few days. I sifted through countless help articles and forum posts to no avail. I'm not even sure how I found the answer. I forgot how I fixed the problem and actually had to search through my browser history, where I found this in the Unreal Engine Documentation, just to write this article.

If you're having a similar problem, hopefully this will be a fix for you.

Unreal Engine 4 Multiplayer Physics Actor Replication in Blueprints -- Part 1


Yep, probably our longest article title to date.

Multiplayer Network Replication in Unreal Engine is a daunting task. Compared to the "simplicity" of making a single-player game, you basically have to add an extra layer of logic on top of your existing logic. There's also managing and differentiating what should go where among things like player states, games states, and game instances. This guide will show you how to get around some of the more frustrating and less-than-intuitive parts of using UE4 Blueprints to replicate a physics actor pawn in your game.