Efficient data replication is critical in multiplayer games to ensure smooth communication between clients and servers. Unreal Engine’s Fast TArray Replication, powered by FFastArraySerializer
and FFastArraySerializerItem
, is a system designed to handle dynamic arrays with optimal network performance.
This article delves into the mechanics of Fast TArray replication and provides a step-by-step guide on how to use it effectively.
Why Use Fast TArray Replication?
Replicating arrays in multiplayer games often involves transmitting significant amounts of data. Naive approaches can lead to high bandwidth usage and performance issues. Fast TArray Replication solves this by:
- Efficient Delta Updates: Only transmitting changes (added, removed, or modified items) instead of the entire array.
- Minimal Overhead: Leveraging custom serializers to minimize redundant data transmission.
- Automatic Network Reconciliation: Seamlessly handling updates across client-server boundaries.
Core Components
FFastArraySerializerItem
This base class is used to define the items within the replicated array. Each item must inherit from FFastArraySerializerItem
and implement its methods for replication.
FFastArraySerializer
This struct acts as the container for the array and handles replication logic. It works alongside FFastArraySerializerItem
to track changes and replicate them efficiently.
Implementing Fast TArray Replication
Here’s how to implement Fast TArray Replication in Unreal Engine:
Step 1: Define Your Item Structure
Create a struct for the items you want to replicate. This struct should inherit from FFastArraySerializerItem
.
USTRUCT(BlueprintType)
struct FMyReplicatedItem : public FFastArraySerializerItem
{
GENERATED_BODY()
// Example data
UPROPERTY()
int32 ItemID;
UPROPERTY()
FString ItemName;
// Overriding PreReplicatedRemove and PostReplicatedAdd (optional)
void PreReplicatedRemove(const struct FMyFastArray& InArraySerializer) {}
void PostReplicatedAdd(const struct FMyFastArray& InArraySerializer) {}
void PostReplicatedChange(const struct FMyFastArray& InArraySerializer) {}
};
Step 2: Define the Fast Array Structure
Create a struct to hold the array and inherit from FFastArraySerializer
.
USTRUCT(BlueprintType)
struct FMyFastArray : public FFastArraySerializer
{
GENERATED_BODY()
UPROPERTY()
TArray<FMyReplicatedItem> Items;
// Custom NetDeltaSerialize implementation
bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms)
{
return FFastArraySerializer::FastArrayDeltaSerialize<FMyReplicatedItem, FMyFastArray>(Items, DeltaParms, *this);
}
};
Step 3: Add the Array to an Actor
Include the array in an actor to enable replication.
UCLASS()
class AMyActor : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(ReplicatedUsing=OnRep_MyFastArray)
FMyFastArray MyFastArray;
UFUNCTION()
void OnRep_MyFastArray()
{
// Handle client-side updates
}
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyActor, MyFastArray);
}
};