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In general, it depends on the game. You say: The first option seems suited for a LocalPlayerController because that's the naive way you normally read the mouse coordinates in the screen and adjust the deltaYaw and deltaPitch based on the deltaX and deltaY of the mouse. But not on every game you don't. Let us keep in mind that both sound like high level ...


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If this is a tournament-like situation (not an ordinary day by day ladder), you can put in some anti-impersonation rules, e.g. ask players to stream their play via Twitch with keyboard and display in view. Of course this is going to work only if there are enough players who agree to over-complicate their plays to such extent to avoid the fear of ...


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There are none. ∆ If a beginning player wants to ruin their experience by having a friend play for them, too bad (or good) for them. If an experienced player wants to waste their time helping their beginning friend, they'll likely get bored at some point. Keep in my mind that if a bad player gets boosted by a good player, they'll be clueless when they'll be ...


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There are sockets to do network communication. In Windows it is called…believe it or not… WinSock. :) Anyway, you’ll want to use a connection-based system, using TCP for the transport layer (versus, say, UDP). This is because TCP ensures delivery through the use of a sliding window and error correction, where UDP does not. A basic TCP WinSock app is at: ...


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