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Probably a bit niche for most people but I discovered a weird problem & workaround today. When you play a *non-looping* animation montage on a multiplayer client, you get the "Blending Out" and "Finished" events *immediately* when you start playing it. Seems like a bug, it doesn't happen on the server player and happens irrespective of animation length or most other blend out settings. The workaround: uncheck "Enable Auto Blend Out". 🤷‍♂️ End of anim still seems smooth so feck knows

@sinbad Oh! I noticed that but had to give up due to a much larger misfeature before I got around to tending to that one. XD

@sinbad On that note, I hope your multiplayer game doesn't involve anyone standing on anything that moves.

The Seven Voyages Of Steve

@Craigp it accidentally does (you can stand on the AI stash box like in Deep Rock Galactic), so far not too bad. Can always nix that if it proves problematic

@sinbad The issue is that Unreal syncs player global position, not player position relative to what they're standing on.

Due to ping, server-authoritative player position therefore "ghosts". This is really bad if your ping is high or your platform moves fast.

It would be trivial to solve if Unreal synced relative to parent object and you parented the player to the moving platform, but Unreal does not do that.

@sinbad If your multiplayer game involves, say, boats floating on waves and players standing on boats, this is a project-killer.

You CAN edit the source code of Unreal, but that was more than I wanted to do.