Or would you rather hold on to your Battle Stars and level up more to open Page Two and snag the Sky Fire Lobby Track first - the choice is yours!Įach page of the Battle Pass also has a special locked reward, like Enhanced Spirit Charlotte or the glorious Fabio Sparklemane, only available once all other rewards on that page have been claimed. Want to claim the Spectral Hunter Wrap on Page One straight away? No problem. In case exact matches are not required for compatibility, FNetworkVersion has a delegate called IsNetworkCompatibleOverride that can be overridden to perform the comparison between two version numbers and decide if they are compatible.As you earn season levels and claim rewards, more pages of the Battle Pass will unlock, offering new reward options to choose from. The delegate GetLocalNetworkVersionOverride in FNetworkVersion can be bound to a function that returns a uint32 version number of your choosing. To this end, FArchive now provides the EngineNetVer and GameNetVer functions, which identify the engine and game version, respectively, enabling you to adjust replay data as it comes in so that it fits with your current build. Note that structures with NetSerialize overridden will require these differences in data format to be handled manually. In most cases, this is handled automatically, as the Replay system will skip over old replicated fields that have been removed, or use defaults for new replicated fields that have been added. This means you can make modifications to a build, such as adding or removing replicated properties, and still load and view replays that were recorded with the original build. For details on the features of the DemoNetDriver and the Streamers included with the Engine, please see the DemoNetDriver and Streamers page.īackward compatibility is supported by the Replay system, starting in version 4.13. The DemoNetDriver is a specialized network driver that passes replicated data to Streamers, which record the information for later playback. Setting this variable to true causes dedicated servers to record games automatically. A value of 1.0 is normal speed.ĪGameMode::bHandleDedicatedServerReplays (variable) Speeds up or slows down playback by setting the time-scaling factor. WorldSettings->DemoPlayTimeDilation (variable) The "demopause" console command will automatically set or clear that variable. Setting it back to null will resume the replay. Setting Pauser to that value will pause the replay. The World's DemoNetDriver->ServerConnection has an OwningActor variable. Jumps to the provided time (in seconds) in the replay. If the (ReplayName) parameter is not supplied, the replay system can generate a name on its own. The Replay system can be used from C++ code, mainly via the UGameInstance and UWorld classes, or with console commands or command-line arguments.īegins recording a replay. More advanced usage of the system can include adding text tags (usually meta tags or the names of players involved in the game) to a replay, or querying existing replays based on text tags or version information present. While in playback mode, the Replay system supports commands to pause, change the playback speed, or jump to a specific point in time. The basic functions of the replay system are to start or stop recording a demo, or play back a previously-recorded demo. When viewing a replay, a DemoNetDriver will have access to all of the replicated information that was available during live play (as well as special data fields designated as relevant only to replays) so that it can reconstruct the events of the game from this data. The way this works involves the DemoNetDriver passing network data to a Replay Streamer, which handles the process of filtering and storing the data. Even if a project doesn't have a multiplayer mode, any project set up to replicate data is compatible with the Replay System without the need for further modification. At a high level, the Replay system works by using a DemoNetDriver to read data drawn from the built-in replication system, similar to how a NetDriver operates in a live, networked gameplay environment. Unreal Engine 4 (UE4) features a Replay system which can record gameplay for later viewing. This feature is available in all games, from live, multiplayer games played on dedicated servers, to single-player games, and even including Play-In-Editor sessions.
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