š® UE4 Replication - Part 3: Network Relevancy
BRY
š¹ Part 3 of our replication tutorial series covers a very important concept that makes massive-world multiplayer games possible - Network Relevancy. We learn how Unreal Engine handles Replication by using Network Relevancy to determine whether the actor should be replicated to a client or not.
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ā ā ā ā ā ā WATCH NEXT ā ā ā ā ā ā āŖ Part 1: What Is Replication? - https://youtu.be/TEojA3VBXG8 āŖ Part 2: Game Instances - https://youtu.be/whow14uFWtw ā© Part 4: Multicast & RepNotify - https://youtu.be/KsORRtBOJYc
ā ā ā ā ā ā OTHER SERIES ā ā ā ā ā ā ā¶ļø Discord Dilemmas Series: https://tinyurl.com/y4cee49v
ā ā ā ā ā š DOCS & RESOURCES š ā ā ā ā ā š Network Relevancy & Priority: https://docs.unrealengine.com/en-US/Gameplay/Networking/Actors/Relevancy/index.html
š GitHub UE4 Resources: https://github.com/brynertoma/UE4-Resources
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ā ā ā ā ā š» COPYRIGHT š» ā ā ā ā ā Portions of the materials used are trademarks and/or copyrighted works of Epic Games, Inc. All rights reserved by Epic. This material is not official and is not endorsed by Epic. ... https://www.youtube.com/watch?v=DsjF87NSdvo
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