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Unreal Grand Strategy - Decisions and Async Replication

I'm back after a while of not working on this project. I got stumped a while back on how I should properly implement Decisions and Events like in Paradox games.
I decided to create a class of objects which would be spawned on all clients, but not replicate. With each object having a "Key" which would be transferred to and from the client and server. To avoid replication issues. The objects contain blueprint able scripts which allow for quick prototyping and creation of events and decisions that would be very easy to mod in comparison to Paradoxes .txt files.
I'll try to get events implemented too while I have time (which are somewhat already implemented in terms of class and method organization).
Subscribe and thanks for watching (:

Пікірлер: 3

  • @christophedevillers
    @christophedevillers4 ай бұрын

    Amazing !

  • @AnonymousIdealist
    @AnonymousIdealist4 ай бұрын

    This looks good.

  • @thepacmangamer7650
    @thepacmangamer76502 ай бұрын

    This kinda feels like Roblox for some reason.