shun126 / UE5-DungeonGeneratorDemo

Unleash Limitless Dungeon Exploration with Unreal Engine 5's Plugin. Create custom rulesets and generate efficiently for a unique and immersive experience.
https://www.fab.com/ja/listings/11fce4d9-8996-4323-9aac-9cfacbfb95eb
MIT License
30 stars 6 forks source link

Packaged game and using Steam to play across the internet. #54

Closed shun126 closed 1 month ago

shun126 commented 2 months ago

image

This is what we are dealing with.

The client is the left picture and host is the right.

Packaged game using steam subsystem.

How should we set this up so it replicated correctly?

Originally posted by @OnceUponAMonster in https://github.com/shun126/UE5-DungeonGeneratorDemo/discussions/52#discussioncomment-10603442

MichaelLiew1990 commented 2 months ago

I generate at host first and then using same seed to generate at client, not using your plugin default replication solution

OnceUponAMonster commented 2 months ago

I generate at host first and then using same seed to generate at client, not using your plugin default replication solution

But wouldn't that respawn enemies and other things spawning client side?

MichaelLiew1990 commented 2 months ago

I generate at host first and then using same seed to generate at client, not using your plugin default replication solution

But wouldn't that respawn enemies and other things spawning client side?

That is your gameplay logic, I have handle all spawn by myself

shun126 commented 2 months ago

The dungeon meshes don’t need to be synchronized, so they are spawned separately on both the server and client. Enemies, on the other hand, need to be synchronized, so they must be spawned on the server and replicated. The same applies to doors.

shun126 commented 2 months ago

I am testing the addition of Steam matchmaking in the Demo project.

shun126 commented 1 month ago

I tried integrating the Steam subsystem into the demo program, and I was able to package it. If I can check the error log, I might be able to consider a solution. I will investigate again once the error log is submitted, so I will close this isssue.