Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Chapter 9. Creating a Networked Shooter

Welcome to the final chapters of Unreal Engine 4 By Example! Congratulations on making it to this point. We have covered a lot since you started this book and now we are going to be utilizing all of that knowledge to dig into the last major UE4 feature covered in this book. That feature is Unreal Networking! I have left this feature till last as it will require the knowledge and skills you have been working on throughout this book. We are going to be exploring this feature by creating our very own multiplayer FPS shooter, with which you will be able to play with your friends over LAN! To fully understand how UE4's networking is done, we will be covering some basic networking concepts, how UE4 leverages these concepts to create its networking layer, and most of the important objects that you will need to interact with. In short, we will be covering the following:

  • Networking theory

  • Client/server protocols

  • Peer 2 Peer protocols

  • Remote Procedure Calls

  • The UE4...