What’s new in alpha?
If you’ve used the GDK in pre-alpha, you may be interested in the latest changes.
- Upgraded the SpatialOS Unreal engine fork to support Unreal Engine 4.20.3.
- Upgraded to the new SpatialOS load balancer, providing fast multi-worker iteration.
- Removed the incremental build-time overhead of using the GDK by implementing Dynamic Typebindings. This removes the additional code generation and compile step.
- Schema generation is now the default for all classes.
Clients no longer automatically connect to a deployment when not in PIE, unless you pass it a command-line argument.
"%UNREAL_HOME%\Engine\Binaries\Win64\UE4Editor-Win64-Debug.exe" "%~dp0%PROJECT_PATH%\%GAME_NAME%.uproject" 127.0.0.1
Various stability fixes.
- Authority is now based on SpatialOS authority.
- There is easy switching between native-Unreal networking and SpatialOS networking with a toolbar checkbox.
- The GDK is an Unreal plugin, so you don’t need to symlink
- Improved component replication support allows you to attach multiple components of the same type to an Actor (or “entity” in SpatialOS).
- Cross-server RPCs facilitate communication with Actors for which another server is authoritative.
ClientTravelallows you to move clients between deployments, regardless of whether these deployments are local or in the cloud. (See the documentation on Map travel for further information.)
ServerTravelallows server-workers in local or cloud deployments to move between maps and take clients with them. (See the documentation on Map travel for further information.)
- You can define Singleton Actors as “server only”.
- There is initial limited support for Unreal’s Ability System Component. This is available on single-server implementations only.