

We created this diagram to exemplify the problem:Īs you could notice, there is a "gap" and a "overlap" when switching network authority if we have discrepancies between players ping, causing several weird behaviors on physics objects.Ĭonsidering this and after much study, we improved our Network Authority system to make it more robust, this new way aims to fill up the gaps and ignore overlaps: As some players will receive the "network authority" over entities faster than others, they will start sharing their location/rotation to other players while the 'old' network authority is still the authority over that because he didn't receive the "lost network authority" message yet.

However, just like in Roblox, some problems become more noticeable when we have many players connected with many different pings. Then in the beginning we created our first Network Authority system in which each player is responsible for sharing a specific set of entities from the server to others, similar to Roblox Solution.
UNREAL NETWORK RADAR SYSTEM HOW TO
In the other hand we got some challenges on how to distribute physics information and other stuff. This approach brings several advantages and of course some drawbacks, in the advantages we can include a very lightweight server, where we have all the control over it, without needing to rely on Unreal's server executable or the way it handles the network. All the sync relies of sharing data between the players and replicating in each client. Unreal Engine 5 Preview, new Network Authority System, Store API and more Network Authority System Īs everyone knows, nanos world relies on a "server-less" solution for physics and other world operations.
