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.
This commit is contained in:
Lefteris Notas
2026-05-19 17:15:57 +03:00
parent b2b6e1e7c7
commit 8bc731e5ae
35 changed files with 1259 additions and 11 deletions

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@@ -255,4 +255,21 @@ flowchart TD
---
## 11. Multiplayer Networking
**Replication: Minimal.** Embodiment is primarily local rendering. Only visibility mode and overlay state sync for shared visual consistency.
| Variable | Condition | Purpose |
|----------|-----------|---------|
| `CurrentVisibility` | `Replicated` | Other clients see correct body visibility (FullBody in mirrors/death) |
| `CurrentOverlay` | `Replicated` | Blood/water visible to other players |
| Arms IK, wall proximity, overlay blending | **Local only** | First-person rendering is per-client |
### Authority
- `SetVisibilityMode` is server-authoritative for replicated variable; client applies local mesh changes.
- `ApplyOverlay` and `ClearOverlay` are server-authoritative.
- `CheckWallProximity` and `ApplyOverlayBlendTick` are **local only**.
---
*Blueprint Spec: Embodiment System. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*