

The section "Testing it" is a good spot to make a break from this tutorial and an invitation to play around.
#Unreal 4 blueprint pro tutorials how to
In "MainMenuUI" I show you how to make a simple Replay Browser to manipulate previous records.In "Blueprint (UI) Implementation you will find a minimalistic Set-Up to start/stop Recording from Blueprints.In "Adding our C++ code" I introduce some functions to a new GameInstance class that will start/stop recording and Find, Rename, Watch and Delete Replays from Hard Disk.The section "Replication" sets up the First Person Example to replicate its Projectiles, Cube Meshes and to let Clients call Server_Fire.In the Initial Setup I'll show you how a new project is initially configured to be able to deal with Replays.(NOTE: Replays can't be recorded or played back in PIE mode. While the tutorial does include some c++ code, I will show you how to expose the necessary methods, so that they can be called from blueprints.

My method might not be the optimal one, but it works and I'd like to share it with those who want to work with replays as well. I spent quite some time reading through the engine code to be able to implement this in my own projects and was surprised that no one covered it in a tutorial yet, so here goes. This tutorial is intended to show you how to easily create a basic replay system, enabling you to record game data to a hard drive and play it back at a later time.
