The Replication Graph is a feature that can be used to specify more complex rules on what each player should receive. In "fog of war" games, it also helps by ensuring that certain data is unavailable to the client, thereby preventing the risk of cheats like wall hacks.
In his new article, Kieran Newland covers the fundamentals of the Replication Graph, addressing gaps in the Epic documentation, starting with plug-in setup and extending the example to include visibility of other teams if their actors are within line of sight.
There's also a code to accompany this tutorial available on GitHub, free to use and adapt to your needs. Read the article here and check out other Kieran Newland's Unreal Engine network issues-focused tutorials.
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