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ue4-networked-physx-component's Introduction

Networked PhysX Component

This project allows players to control pawns that are simulating Physics with PhysX, and provides prediction and reconciliation. It interfaces with the engines INetworkPredictionInterface.

IMPORTANT: This project is a work-in-progress and incomplete. I also highly recommend using a fixed-timestep version of the engine, which will result in far fewer corrections needing to be made.

Unreal Forum Thread

TODO

  • Add Smoothing
  • Use a separate PhysX scene for replay. This will prevent stuttering and collision errors with other non-local pawns. (May require source change).
  • Setup for locked and non-locked TimeSteps versions of the engine.
  • Use new PhysX delegates in 4.15 as well as pre/post Ticks.
  • Improve substepping support (?)
  • Move to a plugin based format.
  • Implement bone-based smoothing for skeletal meshes, so that duplicated collision geometry isn't required for smoothing.

A pre-compiled version of the initial commit to this repro can be downloaded here.

License

This project and source are released under the MIT License.

TL;DR: do what you want with it, just credit me pls :).

Additional Notes

Thanks to community members 0lento, Blue Man and OmaManfred for making headway with this problem.

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