Wow i cant believe it was this simple! Thanks for the tutorial. I would be very happy to see client prediction and other related topics from you aswell.
@DevGames30853 ай бұрын
Little late, but thank you for the feedback! Got lots more videos now. Feel free to watch...
@dogemasta714810 ай бұрын
Great tutorial
@DevGames308510 ай бұрын
Thanks!
@pang_off10 ай бұрын
thanks you love your tutorial, hope more tutorial multiplayer-based
@DevGames30853 ай бұрын
Thanks for watching! Have more videos now. Feel free to watch!
@irusu.6 ай бұрын
Damn.. this video would have helped ne a long time ago, i did something similar to this but with authority switches My issue right now is that i am shooting a fake projectile from the client side for responsiveness and I am looking to hide the server projectile thats already showing to everybody no matter who casts it, the server takes care of that. I wanna hide this projectile from clients for a responsive feel and ive been stuck for a while there, do you have any idea or there is any video to make this happen? I will study the entire channel and share it if necessary im desperate haha Im sure this video will help a lot of people and your game looks cool af
@DevGames30853 ай бұрын
Little late, but thanks for the ❤️
@crazyguy758510 ай бұрын
bro can u make a multiplayer shooter series 🤩
@chxvzz10 ай бұрын
it would be incredible
@DevGames308510 ай бұрын
You guys are giving me too many ideas, and I like it. 👍
@sgtneosphere17310 ай бұрын
@@DevGames3085 - If you are going to make a MP course, please consider making a Vehicular shooter. Client-side prediction on Vehicle pawns are a bitch to pull-off, especially when it comes to movement of the Pawns. Would love to watch, and learn from you implementing it. Thank you very much.
@DevGames30853 ай бұрын
@sgtneosphere173 this is some complicated stuff... did you manage to pull it off?
@DarkSession62088 ай бұрын
Is there a way in BP to also client predict the hit? Im not sure if i even need this but im gonna ask. If my hatchet swings im able to offload the anim to the client which is not critical. But the hit itself is delayed obviously. Is it alright for the player to have that delay at higher pings or should i use some sort of client prediction for that too? Because i guess if i add client prediction and the player gets a rollback is absolutely annoying and frustrating. So i guess its better to keep it this way and the player only gets a hit if the server also sees the hit?
@DevGames30855 ай бұрын
Check out the marketplace for a plugin. I'm sure you'll find one.