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

View File

@@ -326,4 +326,22 @@ flowchart TD
---
## 11. Multiplayer Networking
**Replication: State only — effects are local.** Camera FOV blending, shake, and post-processing are per-client experiences. Only the state enum syncs.
| Variable | Condition | Purpose |
|----------|-----------|---------|
| `CurrentCameraState` | `Replicated` | Synced for shared context (e.g., all players know someone is aiming) |
### Authority
- `RequestCameraState` can be called by client; state replicates to all.
- `PlayCameraShake`, `ApplyPostProcessOverride`, `BlendToTargetFOV` are **local only**.
- FOV pulse, head bob, camera offset blending are **local only**.
### Client Prediction
- Camera is inherently local — no prediction needed. State changes replicate for other players' awareness.
---
*Blueprint Spec: Camera State Layer. Conforms to TEMPLATE.md v1.0 — part of the UE5 Modular Game Framework.*