I have PlayFab Party integrated into Unreal, and now I want to use replication.
Would I have to create my own online subsystem for PlayFab Party to work with replication?
I have PlayFab Party integrated into Unreal, and now I want to use replication.
Would I have to create my own online subsystem for PlayFab Party to work with replication?
Do you mean that you want to use PlayFab Party as the networking solution for replications in Unreal? In that case, since I am not expert of implementing Unreal Replications, and here are all the feature of PlayFab Party we provide: https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/networking/party-features, you can take a look and decide how & whether to integrate it with UE replications.
@Citrus Yan Yes, I cyurrently use Playfab party as the networking solution, I'm wondering if anyone knows a way of hooking that into the Unreal replication system?
Sorry, I am not a expert on the Unreal replication system hence cannot give you any insights on this, you may find help from Unreal experts.
As long as you are running the party system via the server, all party stuff should be easy to replicate. Can you provide an example of what you would need replication for?
Let's say I spawn an actor on the server, I want that replicated to all the clients. Or a client moves, I then want that movement replicated to everyone but keep the person hosting as authoritive.
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