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Deleting multiplayer from the Unreal engine can save memory
Although the title of this article might suggest otherwise, I don’t dislike Unreal’s multiplayer features. As someone who has worked on two different multiplayer games in Unreal, I enjo…
Suddenly the idea of removing some multiplayer features from the engine to save memory didn’t seem bad anymore. My first idea was to exclude all these members via a preprocessor macro, so that I could switch back and forth between a multiplayer and singleplayer build configuration: I really liked this approach when I tried it, especially since it was consistent to similar Macros like UE_SERVER that Unreal already uses to compile UI stuff out of dedicated server builds.
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