Hello SpatialOS devs,
Today, we’re extremely pleased to announce the release of SpatialOS for Unreal 2020.1. This update includes a number of product releases and features to further help our devs build, launch and operate their multiplayer games faster and more effectively, while still preserving the native Unreal Engine workflows we all love.
Do check out our blog post for full, in-depth detail, but in summary, the release contains:
SpatialOS GDK for Unreal version 0.8.1: improved workflows and performance, built in collaboration with the team from Midwinter Entertainment working on Scavengers. The release includes:
- Unreal Engine 4.23.1 support
- Improvements to the schema generation workflow in CI via a new commandlet
- A new editor window for easily visualising Spatial logs
- A new SpatialToggleMetricsDisplay toggle from the console in your Unreal server in order to view performance metrics
- The ability to measure round-trip ping from a player controller to a game server
- Improved network latency (by switching off Unreal’s default RPC-packing)
- Support for Unreal Net Relevancy to decide which Actors need to be replicated to clients
The SpatialOS Analytics Pipeline: deploy our pre-built Analytics Pipeline to capture and persist JSON analytics events from any source. This is an open-source codebase that’s fully customisable to your needs and which you can self-host in your cloud account.
- As this is in preview stage, the Analytics Pipeline is only supported by our technical partner Google Cloud.
The SpatialOS China Cloud Region: as we expand the hosting services integrated with SpatialOS, studios located in China can now deploy game instances to our new China cloud region.
- Access to the China region is available upon request and studios can then deploy to the region directly from GDK toolbar in the UE Editor.
There’s still plenty to come as we’re already hard at work on the next major release - Unreal 2020.2. You can look forward to the following:
- Improved performance: we’re focusing on driving down latency, bandwidth, and CPU use so that you’ll be able to run more efficiently.
- AI offloading (playtest-ready): our multiserver offloading architecture, which enables you to achieve greater player and NPC counts than a single Unreal server can achieve, will be validated for public playtests.
- iOS & Android support (development-ready): fully supported and documented workflows for developing and playtesting on iOS & Android.
- Zoning (preview): increase game scale and complexity by assigning areas of a game world to dedicated Unreal server instances.
As always, we’d love to hear your thoughts and feedback on this. Do respond here on this thread if you have any questions or suggestions.