ue5-multiworld-demo
SoftTagBody
ue5-multiworld-demo | SoftTagBody | |
---|---|---|
3 | 1 | |
29 | 3 | |
- | - | |
0.0 | 10.0 | |
8 months ago | about 1 year ago | |
Batchfile | C++ | |
- | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ue5-multiworld-demo
-
MultiWorld v1.7.0 is now available: it contains bug fixes and a renewed sample project. The plugin allows any game to run several independent UWorld instances at the same time.
Maybe you could get a better idea of what it does with the pre-built demo: https://github.com/UNAmedia/ue5-multiworld-demo/releases
-
Version 1.5.0 of MultiWorld for Unreal Engine is now available. The plugin allows a game to run several independent UWorld instances at the same time.
Secondary Worlds are not network replicated, but you can send RPCs from them. We have an example of it in our sample project on GitHub (https://github.com/UNAmedia/ue5-multiworld-demo), where the changes in the client inventory (a Secondary World) are sent to the server to network-replicate them to all the clients.
-
MultiWorld v1.1 is now available for UE4.26 and UE4.27. It includes the new "visual transition system" when switching from an UWorld to another one! It uses an ordinary material to drive the effect, so it's very easy to create custom results.
The technique you mention is used in the demo application (https://github.com/UNAmedia/ue4-multiworld-demo - there’s also a build ready to download) to showcase a possible use in a multiplayer game: the main world is network-replicated, while a secondary world is used as an “inventory” scene to change the player attributes. While the secondary world is technically not network replicated, it simply calls methods on the actors in the main worlds to take advantage of network replication, replicating the player changes to all the connected clients (using the standard replication system of UE4). I thin in the demo there’s a better description :)
SoftTagBody
What are some alternatives?
PBCharacterMovement - HL2-style, classic FPS movement for Unreal Engine implemented in C++
SoftTagBody-Example - Example of a module using the SoftTagBody metadata specifier on GameplayTag-derived fields.
UnrealPakTool - UnrealPak 4.27.0 [ Tool ] -extract *.pak files for Unreal Engine 4 [win64]
bugsnag-unreal - BugSnag crash monitoring and reporting plugin for Unreal Engine games
GASContent - Repo to gather all Gameplay Ability System content for UE4
Unreal_Engine_SerialCOM_Plugin - Serial Com Port Library for Unreal Engine 4 and Unreal Engine 5
kotlin-unreal - kotlin-unreal: Use the amazing Kotlin language with Unreal Engine 4 and 5
ElgBlueprintLibrary - Blueprint function library - Add Row to DataTable
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
ElgKismetEditorWidget - This is an Unreal Engine 5.0 editor only plugin to make it possible to use Editor Utility Widgets inside the Blueprint Editor. It also add possibilities to make Editor Widgets that access and edit blueprint graphs.
UE-Module-RelatedWorld - Module for support separated server maps with replication to the persistent client map
ALS-Community - Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes