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Networked PhysX Component

This project allows players to control pawns that are simulating Physics with PhysX, and provides client-side prediction and reconciliation. It interfaces with the engines INetworkPredictionInterface and is based on the design of the Character Movement Component.

IMPORTANT: This project is a work-in-progress and NOT COMPLETE. I'm still working on the general design. There is no smoothing, replay doesn't work properly, there are glitches. Please stop sending me PM's about things that aren't working ;) All in due time...

That said, if you take the code and modify it / improve it - please submit a PR. The aim of the project is to benefit the whole community.

Unreal Forum Thread

TODO

  • Implement correction smoothing.
  • Implement non-local smoothing.
  • Use a separate PhysX scene for replay with duplicated static geometry. This will prevent stuttering and collision errors with other non-local pawns. (May require source change).
  • Setup for locked and non-locked TimeStep versions of the engine.
  • Use new PhysX delegates in 4.15 as well as pre/post Ticks.
  • Improve/Add 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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