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