Custom rendering + collision + navigation + multiplayer in UE4.
If you’re getting the dreaded “compiler limit: internal heap limit reached” and the corresponding “Failed to create virtual memory for PCH” then you can use the /ZmXXXX switch to increase the heap memory allocated to precompiled header (PCH) compilation. Luckily, it’s very easy to do in UE4, just put this …in your target.cs: WindowsPlatform.PCHMemoryAllocationFactor = […]
100k units in multiplayer. Custom DX12 rendering pipeline in UE4, custom netcode, pathfinding, movement. 1500 bytes/sec (1.5KB) of bandwidth. Deterministic lockstep P2P of the floating-point variety. Animation handled via compute shaders, pathfinding and movement are on the CPU.