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Post Posted: 12 Apr 2011, 17:45
Post Posted: 12 Apr 2011, 18:36
Post Posted: 14 Apr 2011, 01:23
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//Main tick event, called through native code (on client/stand alone/listenserver host)playertick //If bUpdatePosition ->Clientupdateposition //called when server wants us to correct our position because of lag/significant misprediction.. -->MoveAutonomous --->ProcessMove //Normal situation ->PlayerMove -->UpdateRotation //Role < authority (client) - then save this move and replicate it --->ReplicateMove //Replicate this client's desired movement to the server (executed on client) ---->ProcessMove //simulate the movement locally (client) ---->ServerMove //Send movement to Server (executed on server) ----->clientadjustposition //Send to client, if accumulated a noticeable positional error (executed on client) //Role == authority (standalone / listenServer host) --->ProcessMove
Post Posted: 15 Apr 2011, 18:21
Post Posted: 16 Apr 2011, 11:19
Post Posted: 20 Apr 2011, 18:25
Post Posted: 24 Apr 2011, 00:36
Post Posted: 24 Apr 2011, 12:09
UArchitect wrote:like core, i am also wondering why you have a second actor rather than just doing your traces or whatnot from the playerpawn
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