Description
Every Multiplayer Game could benefit from replicated ragdolls!
Demo
Demo Video: YouTube Link
Download the demo here: Google Drive Link
When will this be useful?
No matter the situation, sRRS will make sure that the Actors’ location stays roughly¹ replicated on all clients during ragdoll simulation.
¹ should stay within 1 meter of the server position
How does it work?
sRRS handles the ragdoll calculation on the server and returns the updated ragdoll position to each client when possible. The client will then interpolate the local mesh position to that location as smoothly as possible while locally simulating the ragdoll effect. While this does result in the ragdoll not being 100% similar on all clients, this greatly improves network performance while keeping the location roughly replicated on all clients.
Why sRRS?
Technical Details
Number of Blueprints: 1 Component (all versions), 3 Blueprints containing example logic (only 1 for 4.23 or earlier)
Input: Gamepad, Keyboard & Mouse
Network Replicated: Yes
Supported Platforms: should work on all, but only tested on Windows
Support: help.coregames@gmail.com
Documentation: Implementation Guide (Google Docs)
Important/Additional Notes: The exact ragdoll pose can vary between clients, as it is not replicated bone by bone.
Supported Engine Versions
4.21 – 4.27, 5.0 – 5.3