UE4 Tutorial: Multiplayer Replication (Part 1)

Ойындар

An introduction to multiplayer replication in Unreal Engine 4. In this video, learn some basic techniques to effectively produce multiplayer mechanics involving server and client logic. Topics covered: Blueprint scripting, level blueprints, RPCs (Remote Procedure Calls).
LINKS:
Part 2 - • UE4 Tutorial: Multipla...
UE4 Network Compendium - bit.ly/2CgKslc
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E-Mail - underscore@gmx.com

Пікірлер: 122

  • @Pihlajakarkki
    @Pihlajakarkki4 жыл бұрын

    Don't know if it's because of your soothing voice or just the easy to follow steps, but I really enjoy your tutorials in a different way compared to the others! Keep it up!

  • @kaffafel2770
    @kaffafel27704 жыл бұрын

    I think this is one of the first tutorials I've seen where the instructor doesn't ramble on for ages about something irrelevant, and also one of the first where you actually explain whats happening. Thanks for your work

  • @MangalFaisal
    @MangalFaisal4 жыл бұрын

    I have no idea how to code or anything, but the way you explained it made me realize that I shouldn't really stress out too much about it. Thanks bro, helped a lot.

  • @tolobo4813
    @tolobo48134 жыл бұрын

    Thank you so much for making this underscore. It's been one of the best single resources for getting started. Pace, explanations, and quality of voice were all great here! Extra points for acknowledging which topics were a little harder to understand.

  • @stevenwynn819
    @stevenwynn8194 жыл бұрын

    Fantastic video. Lots of information, organized in a logical way. I especially like how you explain in broad terms what you are trying to accomplish, then clearly relate the details to that overall objective. Thank you.

  • @Turtle206
    @Turtle2063 жыл бұрын

    Wow I love your kit setup, makes so much sense now.

  • @nemirai8500
    @nemirai85003 жыл бұрын

    Love the videos, I tried making games in Unity a while ago but it was so much to learn at once! The coding was no problem, but understanding how games are laid out really wrangled my brain! I do have a lot of coding experience (C, Java, Python, C++), but Blueprints make it so easy to visualize (and trace!). You teach in such a way that gives us the tools needed rather than just showing us how to do a specific task, which I think is great and I really hope you continue to make videos.

  • @TCMabe
    @TCMabe3 жыл бұрын

    This happened to be the exact type of example I needed for a similar issue. Thanks for the great tutorial .... again !

  • @YoshiCrystal
    @YoshiCrystal4 жыл бұрын

    I've finally found something that is easy to understand! Thanks to you I've solved a problem that I had before

  • @underscore00

    @underscore00

    4 жыл бұрын

    Thanks so much! Im glad I can help :)

  • @gopimech2030
    @gopimech20304 жыл бұрын

    Very good series to start, good luck brother

  • @vince4417
    @vince44174 жыл бұрын

    Thank you. I love your tutorials.

  • @MasamiPhoenix
    @MasamiPhoenix4 жыл бұрын

    Thank you so much. I am diving in kinda deep on the multiplayer stuff and it is infuriating. This video answered a lot of questions I couldn't find elsewhere. Haven't tested what I've learned yet, but I already feel more comfortable just thinking about replication

  • @ismetfitri9683
    @ismetfitri96834 жыл бұрын

    Cant wait to see more from you. Greetings from Malaysia!

  • @eye_scream_eye_scream
    @eye_scream_eye_scream4 жыл бұрын

    YES ITS NOT OUTDATED!!!

  • @nousheentai1217

    @nousheentai1217

    4 жыл бұрын

    REALLY? YAHOO Edit: I'm ready to do this

  • @eye_scream_eye_scream

    @eye_scream_eye_scream

    4 жыл бұрын

    ​@@nousheentai1217 I think so.

  • @Apocalyman

    @Apocalyman

    4 жыл бұрын

    @@eye_scream_eye_scream Can I do this online? multiplayer online?

  • @dodgemarshals7370

    @dodgemarshals7370

    3 жыл бұрын

    @@Apocalyman Have you ever seen multiplayer offline?

  • @trango1658

    @trango1658

    3 жыл бұрын

    @@dodgemarshals7370 LAN is multiplayer offline

  • @FB-eq9vl
    @FB-eq9vl2 жыл бұрын

    Thank you very much! I finally solved my problem of adding force with the input axis. Cheers mate!

  • @LG3Official
    @LG3Official4 жыл бұрын

    awesome tutorial man! one thing i would love to see is how to create an "in game" event. for example, if its a survival game, an event occurs that requires you to eliminate enemies and capture an objective. keep it up man!

  • @dete503
    @dete5034 жыл бұрын

    Great tutorial! This helped introduce Unreal Engine for me. One thing that would be helpful is to show your keystrokes on the screen. There were a few spots where I needed to pause and go to the Blueprint Editor Cheat Sheet.

  • @yassiraykhlf5981
    @yassiraykhlf59814 жыл бұрын

    Thank you simple and so helpful

  • @skyger83
    @skyger833 жыл бұрын

    Hey bro, thanks for this! It was the only way I could make it work!

  • @ArnoldsKtm
    @ArnoldsKtm3 жыл бұрын

    Absolutely brilliant.

  • @LORDSofCHAOS333
    @LORDSofCHAOS3334 жыл бұрын

    finally i can add some basic multiplayer logic

  • @MrFelixdodd
    @MrFelixdodd7 ай бұрын

    Great vid!

  • @TorQueMoD
    @TorQueMoD Жыл бұрын

    This is a really straight forward, yet fantastic beginner tutorial on replication! Cannot overstate how fantastic this tutorial actually is. The fact that you explained the loop between Authority already being the server and not needing to go through the server step, but just jump to Multicast, but if it doesn't have auth, then needs to do the server pass and multicast is huge! So few tutorials explain this. I only wish you explained the difference between RepNotify and Multicast for everyone, but maybe that's in the next tutorial.

  • @underscore00

    @underscore00

    Жыл бұрын

    Thank you so much for the kind words :) If I was to make this again Id be a bit more thorough about RepNotify variables, but if youre interested, there is a second part to this that might also help :)

  • @Luca-yq5ux

    @Luca-yq5ux

    Ай бұрын

    Bro repnotify is used for stateful changes like opening a door while a multicast can be used for stuff like vfx sounds etc (stuff that the other Player out of the relevancy area doesnt need to see after be coming relevant again)

  • @alexreyes8749
    @alexreyes87494 жыл бұрын

    Wanted to thank you m8 it's hard to find tutorials like yours. Keep up the great work.

  • @underscore00

    @underscore00

    4 жыл бұрын

    You're very welcome :) Thank you for the kind words! Glad to help

  • @scottlee38
    @scottlee384 жыл бұрын

    You gotta make this series long. Maybe make a challenge to see just how many aspects of UE4 you can replicate?

  • @dimaferox5133
    @dimaferox51334 жыл бұрын

    Great tutorial thanks!

  • @mbwilding
    @mbwilding3 жыл бұрын

    Thank you so much for this.

  • @EzXet
    @EzXet Жыл бұрын

    thanks a lot dude!

  • @n1lknarf
    @n1lknarf2 жыл бұрын

    thank you for starting with the obvious, how to test replication.

  • @PapyDaNub
    @PapyDaNub4 жыл бұрын

    Awesome. Hope to see more multiplayer tutorials! :D Maybe involving physics?

  • @underscore00

    @underscore00

    4 жыл бұрын

    You'll like the next one I do ;)

  • @exhorts
    @exhorts4 жыл бұрын

    Your tutorial is great! I was able to understand it very well for somethings so difficult. You are awesome! :)

  • @underscore00

    @underscore00

    4 жыл бұрын

    Thanks so much! Glad you like it :)

  • @subhashchandra3177
    @subhashchandra31774 жыл бұрын

    Love your tutorials..., please continue the fps player pawn series and develop a small game like Igi or something like that... That would be great.. Please make it...

  • @simonesc5313
    @simonesc53134 жыл бұрын

    really nice, thanks

  • @hyde9989
    @hyde99894 жыл бұрын

    AMAZING , THANK YOU

  • @PresidentNelson
    @PresidentNelson4 жыл бұрын

    After you push that Magnifying glass to find something like the Mannequin material you can push the arrow next to it so you don't have to move windows to drag it in.... you likely knew that but for those watching who didn't there ya go... The arrow puts in whatever you have selected in the Content Browser and the Magnifying glass selects things in the browser so easy peasy... Good video by the way

  • @chemistchemist228
    @chemistchemist2284 жыл бұрын

    Can you please do full tutorials series starting with this one where weapons, shooting, killing, health for each player and all that nice stuff multiplayer games have? Plus could be nice some death match spawning system or like battle royale like PUBG circles and jumping from planes does.

  • @MzTypeOHnegative
    @MzTypeOHnegative4 жыл бұрын

    Love it, quick question. How would you add AFTER IMAGES or like a shadow effect to a paper 2d character as they move??

  • @sherifhany386
    @sherifhany3864 жыл бұрын

    That's a quality video

  • @ZerofeverOfficial
    @ZerofeverOfficial4 жыл бұрын

    UE4 Epic Megajam is coming up in a little over a week, maybe i'll throw some multiplayer in it. Thanks!

  • @jamesjeffery9696
    @jamesjeffery96964 жыл бұрын

    YES! I have been wanting to make a multiplayer shooter for a long time! Can you also make a video on a basic inventory system I really want to be able to pickup and drop weapons and use healables. Thanks

  • @funker9002

    @funker9002

    4 жыл бұрын

    J J use the inventory system by ryan laley. Its very good and easily expandable. I combined it with Underscores fps tutorial for my survival game

  • @underscore00

    @underscore00

    4 жыл бұрын

    @@funker9002 Thats dope dude! Id love to see what that looks like! Iactually contacted Ryan some months ago to chat about doing something together, but he never got back to me :P

  • @jamesjeffery9696

    @jamesjeffery9696

    4 жыл бұрын

    [Dino Dip] Thanks, I am going to try that soon. Have you got any recommendations on a free 3D designer so I can make players, animations and maps. Thanks

  • @funker9002

    @funker9002

    4 жыл бұрын

    Blender is free and its really great. It can be confusing when you first start but once you get the hang of it its great.

  • @jamesjeffery9696

    @jamesjeffery9696

    4 жыл бұрын

    [Dino Dip] thanks! This is great help. I have already started on the inventory system and will soon be starting the rest. Thanks you far your help!

  • @TheiLame
    @TheiLame4 жыл бұрын

    19:36 This part screws up my brain, or is it just me? The main idea is to get 2 things (server and client) to run the same event, am i right? The end result is awesome though! I just hope i am understanding it correctly.

  • @Nyxotus
    @Nyxotus4 жыл бұрын

    Hi. How do I do if I want each player to have individual colors? So blue for player 1, red for player 2 and so on?

  • @widesilly2269

    @widesilly2269

    3 жыл бұрын

    Well I'd start by setting a specific amount of players, determine which number is what color, and set those specific colors in the order the players join.

  • @TrojanLube69

    @TrojanLube69

    3 жыл бұрын

    current players in server - set color to each player from 1 to current(including server player if it’s hosted by a player). Then, if you want to not run out of color options set max amount of players allowed and use a logic to set server to full and prevent joining if server is full.

  • @TrojanLube69

    @TrojanLube69

    3 жыл бұрын

    My logic only works if players stay in match, alternatively you can give players IDs and store their info in server including color in case they rejoin and use custom logic for ID player that left and assign same color if player joins that ID inside server. You may want to have this logic inside your gamemode

  • @UstedTubo187
    @UstedTubo187 Жыл бұрын

    Thanks for this! I am really struggling to find my footing with this stuff. My intuition always seems to be wrong. I was originally going about solving this problem by making the material instance the rep-notified variable, having the server set the color randomly, then have the rep-notify function set that material in the skeletal mesh. I think I had the core idea right by having the server set the color and rep-notify the clients but I was just going about it the wrong way.

  • @hossamhez2147
    @hossamhez21474 жыл бұрын

    AWESOME and THANK YOU

  • @kelvincc2
    @kelvincc24 жыл бұрын

    Hello amazing tutorial, but i was wondering if you could explain a bit more about the has authority macro. i understand that it checks if you're a client or server but why would we need to do that? can't i simply just always run the node on the server and have it replicate from there or multicast?

  • @underscore00

    @underscore00

    4 жыл бұрын

    Hi, thanks for the great question! I didn't go into a lot of detail about the practical reasons for using a HasAuthority macro, so this is a good chance to explain further! (I'll also assume you saw Part 2 of this series here: kzread.info/dash/bejne/hqmtrsOHY6mwd9I.html ) The biggest practical reason for using this macro is because you want to keep network traffic to an absolute minimum. For example in shooting games you'll want your projectile logic to be executed on the server, but things like gun animation and remaining bullets only needs to be handled on the player. A good example is sound effects: The gun's gunshot sound will be different for the client and the server - on the server youll want to play the sound at the location of the gunshot, but for the client youll want a louder sound that isn't location-based. To build on this, if you have too much going on at the network level, UE4 will run into problems. There isn't any built-in handling for packetloss or high latency connections (at least not with blueprints) so if, say, UE4 fails to properly execute a network event, like it skips a node because of lag on the network or the client machine, the connection will just be closed, and the clients will crash. The only thing in the engine by default that *might* fix this is the 'Reliable' checkbox in your event details. Events with that box unchecked can be dropped by the network without the game crashing. I know this is a monster comment already (soz) so I'll sum up by saying that this is why networking is a headache in UE4 right now. I'm really hoping that in the future a lot more networking capability is added to blueprints, but until then we have to work around these things by keeping network events as small and fast as possible, setting 'Net Update Frequency' to low values, and only setting 'Reliable' on events that are absolutely crucial for gameplay. I hope that helps! :)

  • @luisjoseblancomier2053
    @luisjoseblancomier20534 жыл бұрын

    As I see it, getting introduced to multiplayer replication is like learning that there is a new dimension to be concerned.

  • @underscore00

    @underscore00

    4 жыл бұрын

    Thats a good way to put it! When developing for single player you can basically do whatever you want to make it work and you barely have to think about shared objects like the game instance and game state, but in multiplayer theres a WHOOOOLE different set of rules.

  • @blackhole1376
    @blackhole13764 жыл бұрын

    finally a decent tutorial and it has only 500 likes... what a shame of internet

  • @RobertoKv
    @RobertoKv3 жыл бұрын

    The multiplayer options have changed, unfortunately.

  • @FarQuZeDesigns
    @FarQuZeDesigns3 жыл бұрын

    Is this about local multiplayer or online multiplayer? It says "server client logic" in the description so i guess it is about online multiplayer.

  • @rabonahh
    @rabonahh4 жыл бұрын

    Is there any reason my third person character doesnt have an event begin play node? I also cant seem to add one, I'm a beginner at UE4 switching from Unity and the blueprints are all pretty new to me. Thanks to anyone who can help!

  • @CoreyFeatherly
    @CoreyFeatherly4 жыл бұрын

    Great video, thank you! Just one thing I didn't totally follow: If the ThirdPersonCharacter pawns are being replicated across the session, and each player in the session has their own independent game instance running (including all three player pawns), then it seems like the trigger box's change color event should be able to work without any network replication since the network replicated player pawn steps into the trigger box in all three game instances, each one should be able to detect and process that trigger event locally, right? I tested this, so I know it doesn't work, but my question is: WHY? In my test I left change color as a non replicated event, and added some print strings. It showed that the event was only fired for the player that stepped into the trigger, even when in the other game instances I can clearly see that pawn standing in the trigger area, so they did overlap in those game instances as well - why didn't those instances fire the overlap event?

  • @Dark3stGearz

    @Dark3stGearz

    4 жыл бұрын

    I think it is because at around 13:30, we set player index to 0. This means that only the pawn we control can trigger the collision.

  • @CoreyFeatherly

    @CoreyFeatherly

    4 жыл бұрын

    @@Dark3stGearz That makes sense, thank's Rathalos!

  • @Mike-di9ez

    @Mike-di9ez

    4 жыл бұрын

    @@CoreyFeatherly Player index has no relevance to replication, it's simply a away of detecting which player to focus on when split screen is enabled, The reason you can see the other player in the trigger box on the other clients is because the actor's movement is automatically replicated and switched on in the Third person character blueprint. If you turned the 'replicate movement' setting off in third person character Then you would not see them move on other clients windows. The reason the trigger box was only fired for the client who's pawn entered it, and not the others, is because simply put, you have not told the other Clients you have done this. The way it usually works, is each client, tells the server what they are doing, to do this you switch the custom event to 'run on server'. the server now knows what you've done, so now we need our server to tell everyone else what's happening, that's what 'Multicast' does. cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf This will help understand, it's not a huge read, and contains lots of vital UE4 Networking information.

  • @raholll

    @raholll

    3 жыл бұрын

    @@Mike-di9ez nice explanation Mike, thank you for that and for the link. Much appreciated!

  • @parthon

    @parthon

    3 жыл бұрын

    @@Mike-di9ez Thanks Mike! I was getting a bit confused because I was thinking that wouldn't the collision trigger happen for all pawns on all clients? But you explain that you control only your pawn and only handle the triggers that it causes, so other player's pawns won't trigger anything.

  • @JS007Gamer
    @JS007Gamer4 жыл бұрын

    Hii can you make a video how to make a desert land and how to make character with animation and how to put texture

  • @coolboysentertainment5846
    @coolboysentertainment58464 жыл бұрын

    hi. do you have a tutorial about replicating ragdoll? not just spawning. but when they land, they are at exact same posture. bec mine arent.

  • @tonality89
    @tonality894 жыл бұрын

    I have a question, i purchased FPSK from UE4 and it is not for Multiplayer...can i make that FPSK run in multiplayer like COUNTER STRIKE? Online?

  • @zeon3d755
    @zeon3d7553 жыл бұрын

    Would you be able to change skeleton meshes this way?

  • @danielpam6310
    @danielpam63104 жыл бұрын

    😅Basically I'm running out of data so can't see the whole thing lol so just a quick question!😵 Can I simply copy the blueprints of the first player and paste it into the 2nd or 3rdplayers ???😊😁

  • @underscore00

    @underscore00

    4 жыл бұрын

    Yeah! The method should work with any player pawn template you want :)

  • @alanh7285
    @alanh72853 жыл бұрын

    Can you update this series for 4.26?

  • @SamuelGarcia-nn8hf
    @SamuelGarcia-nn8hf3 жыл бұрын

    Hey yo why does it only work if you use body color, I'm importing a mesh of my own, and I've tried body color and it doesn't work. I'm importing from blender and it's a skeletal mesh what's the name?

  • @alwinmark4359
    @alwinmark43594 жыл бұрын

    So wouldn't it be easier to use the Action which comes with the replicated Color? I have to try it out, but thats for me the difference between Replicated and ReplicateNotify Variables.

  • @dcsart3524
    @dcsart35244 жыл бұрын

    I liked the video very well explained. have some tutorial how to package for android

  • @poorvSingh
    @poorvSingh4 жыл бұрын

    can you tell me which game sever is the best 1 ?

  • @jaxxrr
    @jaxxrr4 жыл бұрын

    well this works fine for client because third person character ownership is clear, what about a client moving an object that changes ownership ?

  • @KaustavMajumder
    @KaustavMajumder3 жыл бұрын

    Was literally puling out my hair before coming across your videos. Rest of the videos are are pretty confusing - they either shove too much info within a minute or assume people know stuff, or are ridiculously lengthy as with Epic's Multiplayer series by Wes Bun. Keep making more multiplayer videos. Am finally getting a bit of confidence now to approach the subject.

  • @AkshayKumar-cl4il
    @AkshayKumar-cl4il3 жыл бұрын

    Is it possible to make multiplayer android game in ue4 ? Plzz help me

  • @scottlee38
    @scottlee384 жыл бұрын

    Thank GOD.. Cuz there are barely any good tutorials

  • @nameq
    @nameq4 жыл бұрын

    doesn't this logic rely on a client? either that or the server gets 2 same messages from both client and calls raycast 3 times? I could be wrong, but that's how I understood event replication from this video 19:40

  • @underscore00

    @underscore00

    3 жыл бұрын

    Hi! Using this method, and especially while playing within the editor, the server/client mode is called a 'listen' server, which is where the host player acts as both the server and a client. As opposed to a 'dedicated' server, where the server has no client.

  • @toncotrovac5541
    @toncotrovac55414 жыл бұрын

    Im in bed currently mapping out my game plan for tomorow, so is this online or local?

  • @PutYourQuarterUpGaming
    @PutYourQuarterUpGaming2 жыл бұрын

    Try help mod figure out why coop controls (custom keybinds they’ve added work fine in singleplayer and/or for host client of a match, but not players 2-4) None of this making any sense until watched this video haha Thank you. If read this do you think issue working on is due to those keybinds/functions etc not being set up properly for multiplayer or am in wrong place entirely haha? Gotta learn editor before really help out still, but hoping least point that team in right direction cos they’ve only really worked on single player aspect of things so far.

  • @hugolopes3452
    @hugolopes34524 жыл бұрын

    with this tutorial is it possible for 2 people on different pcs to play together?

  • @underscore00

    @underscore00

    3 жыл бұрын

    Yes! Youd need to either build some connection infrastructure in your game or simply use the console directly. As long as your OnlineSubsystem (in your defaultgame.ini) is set to Null, you can use the console command 'open' and an IP address to connect to another client directly - for example, "open 192.168.0.2" without the quotes and with your desired client's IP address.

  • @MetalGearMk3
    @MetalGearMk34 жыл бұрын

    SSGI is out for UE 4.24

  • @zeon3d755
    @zeon3d7553 жыл бұрын

    I assume this way a simple swim system could be developed

  • @n_l7545
    @n_l75454 жыл бұрын

    Is this LAN only?

  • @HyperCazual
    @HyperCazual4 жыл бұрын

    Damn, it doesn't work with topdown character... its not triggering the box.

  • @DevLu
    @DevLu4 жыл бұрын

    Continue please

  • @Kausemus
    @Kausemus3 жыл бұрын

    Damn... This is sadly out of date. At least half of it. The players will have different colors replicated like they are supposed to but the zone that changes the character color to red only changes it for the host character. The other characters turn black (and stay black) for some reason. Tried this out with 4.25.

  • @yaboii2304
    @yaboii23044 жыл бұрын

    1:58 with captions

  • @WaskiWabit
    @WaskiWabit3 жыл бұрын

    Me: You talk fast!!!! You: @16:08

  • @addisonwarner
    @addisonwarner4 жыл бұрын

    this never works for me, i dont get it

  • @subhrasargamdash7622
    @subhrasargamdash76223 жыл бұрын

    Make tutorial of game like last of us with story mode

  • @v16vredunderscore63
    @v16vredunderscore634 жыл бұрын

    I used that unreal engine before and I made the ground look like vomit lol

  • @pablomonfortgames6723
    @pablomonfortgames67233 жыл бұрын

    the google text subtitles translations says porn and not pawn :V

  • @uj1147
    @uj11474 жыл бұрын

    Hey Thats noy eu4!

  • @__dINe__

    @__dINe__

    4 жыл бұрын

    I think it is cryengine bruh

  • @mohamadbokloch1238
    @mohamadbokloch12382 жыл бұрын

    I have an idea for an online game, and I need a capable game developer.

  • @MechaNobi149
    @MechaNobi1494 жыл бұрын

    5th video of a dude explaining replication why do these guys talk so fast? Can ya bring it down a notch? Like how much redbull do you drink? Can't follow this stuff. You are not the only guy that does this, its like 5 other publishers for gods sake's all talk fast about Replication. This stuff is important to people learning and talking fast does not help. Great content but I literally had to watch this video like 10 times going back and forth. I love your demonstration and ya got a good voice for this sort of thing but please, please slow down:)

  • @underscore00

    @underscore00

    4 жыл бұрын

    Hi! Thanks for the comment lol! I am a naturally fast-talker, and I can't speak for anyone else, but I try to be as quick as possible to keep the video length to a sensible time and the content of the video as tight and focused as possible. I totally understand that this might make it hard for people to follow along with stuff, I'm sorry about that, but the good news is that you can set the playback speed of videos on youtube down to as low as 0.25x, so they're a bit easier to follow along with.

  • @chemistchemist228
    @chemistchemist2284 жыл бұрын

    I am very curious - why PAWN sounds like the very same P*RN??? It is everywhere where "PAWN" are involved LOL ! Otherwise - very nice tutorial! :))

  • @AlFredo-sx2yy
    @AlFredo-sx2yy3 жыл бұрын

    the fact that unreal's replication system is this fucking lengthy is a total turn off. Never have i seen any other game engine require such amount of networking to do something as simple as activating a trigger.

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