Interested in rollback netcode for your Unreal Engine game?
If you think your game project may benefit from rollback netcode, let's have a chat! If it's a good fit, I can expedite the implementation with you and get your prototype up and running quickly. I have developed a plugin that makes this process as easy as possible.
Here are some of the specific features I provide to save your team time ⏳ and money 💵:
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A lightweight plugin for Unreal Engine focusing strictly on rollback netcode
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Full source code included
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Rewind & replay for both physics and gameplay
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Replication
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Client -> Server controller/ KBM inputs
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Server -> Client broadcasting game state (Rigid body transforms, player inputs, arbitrary variables)
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Maintaining client and server synchronization over volatile network conditions, with the lowest latency possible
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Compatible with the existing UE replication system
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Storing all relevant game state inside history buffers
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Triggering cosmetic events like VFX or SFX from inside the simulation
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Prediction error smoothing
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Customizable Input delay for latency tradeoffs
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Works with built-in Chaos physics
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Chaos isn't rollback-friendly by default, but we're able to tweak it to offer a high degree of determinism that works well for most standard features like movement, collisions, and constraints
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Custom support for other physics engines like Jolt, Havok, Bullet, Box2d, etc is possible. Please reach out!
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Fully decoupled simulation and display rates
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E.g. Run physics at 30hz but render at a buttery-smooth 144hz without jitter
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Cheater-free dedicated server model by default. Peer-2-peer possible as listen server
