Simple echo networking using Socket.IO Client and Global Event System plugins with socket.io. Allows a multiplayer system that doesn't depend on Unreal's replication system.
Not likely to be bandwidth optimal, but useful in very custom use cases or where server compute weight, flexibility, and complexity is important.
- Install dependencies in
Server
folder vianpm i
- Start server via
node sioServer
- Obtain your Server address
- Launch your project and drag in
Content/Replication/SIONetworkCoreActor
in your map of choice. Set server endpoint in your socket.io client component to match the server you launched (default ishttp:https://localhost:3001
) - Add a SIONetworkComponent to a player pawn. Enable
IsUserComponent
in defaults. - Your actor's movements will now replicate when you begin play. You may wish to subscribe to
OnReplicationSync
viaReplicationExtraData
and adjust movement mode to e.g. custom for synced actor.