feat: Add multiplayer networking architecture and documentation updates
- Updated Master Blueprint Index to include Multiplayer Networking support. - Added detailed Multiplayer Networking sections across all developer documentation (01-11). - Introduced authority maps, key patterns, and RPC guidelines for each system. - Established a comprehensive multiplayer networking architecture document outlining core principles, replication strategies, and anti-cheat considerations. - Enhanced UI documentation to clarify local-only behavior and binding to replicated dispatchers. - Implemented client prediction strategies and RPC naming conventions for consistency across the framework.
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## 11. Multiplayer Networking
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**Replication: Minimal.** Embodiment is primarily local rendering. Only visibility mode and overlay state sync for shared visual consistency.
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| Variable | Condition | Purpose |
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|----------|-----------|---------|
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| `CurrentVisibility` | `Replicated` | Other clients see correct body visibility (FullBody in mirrors/death) |
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| `CurrentOverlay` | `Replicated` | Blood/water visible to other players |
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| Arms IK, wall proximity, overlay blending | **Local only** | First-person rendering is per-client |
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### Authority
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- `SetVisibilityMode` is server-authoritative for replicated variable; client applies local mesh changes.
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- `ApplyOverlay` and `ClearOverlay` are server-authoritative.
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- `CheckWallProximity` and `ApplyOverlayBlendTick` are **local only**.
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*Blueprint Spec: Embodiment System. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*
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