. @UnrealEngine's networking is so straightforward. Anyone coming from Unity+Photon/Normcore is in for a treat.

For example, here's how you sim multiplayer in-editor - it's just a menu option!

UE4's paradigm is "multiplayer is a core feature" and that makes ALL the difference
(it just plays as literally two player windows that you can switch between. Faithful what gets replicated clientside and what doesn't.
I've been doing gameplay networking for about 3 years now and this has instantly become the most sensible way to go about multiplayer iteration)
You can follow @michaelhazani.
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