Any moment in the game can be reconstructed by the engine quickly and accurately by initializing the world to the starting state, making the changes described in the checkpoints before the chosen time, and then applying each incremental change after the most recent checkpoint leading up to the desired point in time. The space between checkpoints is then filled with incremental changes to individual objects in the world. Checkpoints that act as snapshots of the net changes to the world (from the baseline) appear at regular, user-defined intervals. The first chunk of the replay is baseline data describing the starting state of the game world. These chunks contains three types of game-state information, as well as some additional text data. The rest of the replay consists of so called chunks. In terms of data, a replay starts with metadata. Replay data files are saved to the "Saved/Demos/" folder in your project, and have the extension ".replay". The Local File Streamer's single-file output makes distribution and management of saved replays easier, and its asynchronous recording improves performance on systems with lower hard drive speeds, such as consoles. This is the default streamer as of its introduction in Engine version 4.20, replacing the Null Streamer. The Local File Streamer records replay data asynchronously to a single file on local storage (such as a hard drive). There are several different Streamers included with the Engine that can be attached to the DemoNetDriver depending on how the replay data is intended to be viewed. The DemoNetDriver is a specialized network driver that passes replicated data to Streamers, which record the information needed to create replays. Even if a project doesn't have a multiplayer mode, any project set up to replicate data is compatible with the Replay System without the need for further modification. At a high level, the Replay system works by using a DemoNetDriver to read data drawn from the built-in replication system, similar to how a NetDriver operates in a live, networked gameplay environment. This feature is available in all games, from live, multiplayer games played on dedicated servers, to single-player games, and even including Play-In-Editor sessions. Unreal Engine 4 (UE4) features a Replay system which can record gameplay for later viewing.
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