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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 💵:

  • A lightweight plugin for Unreal Engine focusing strictly on rollback netcode

  • Full source code included

  • Rewind & replay for both physics and gameplay

  • Replication​

    • Client -> Server controller/ KBM inputs

    • Server -> Client broadcasting game state (Rigid body transforms, player inputs, arbitrary variables)

    • Maintaining client and server synchronization over volatile network conditions, with the lowest latency possible

    • Compatible with the existing UE replication​ system

  • Storing all relevant game state inside history buffers

  • Triggering cosmetic events like VFX or SFX from inside the simulation

  • Prediction error smoothing

  • Customizable Input delay for latency tradeoffs

  • Works with built-in Chaos physics

    • 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

    • Custom support for other physics engines like Jolt, Havok, Bullet, Box2d, etc is possible. Please reach out!

  • Fully decoupled simulation and display rates

    • E.g. Run physics at 30hz but render at a buttery-smooth 144hz​ without jitter

  • Cheater-free dedicated server model by default. Peer-2-peer possible as listen server

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