Book Image

Multiplayer Game Development with Unreal Engine 5

By : Marco Secchi
Book Image

Multiplayer Game Development with Unreal Engine 5

By: Marco Secchi

Overview of this book

If you’re fascinated by the immersive gaming experiences that enable multiple users to engage in collaborative or competitive gameplay, this Unreal Engine 5 game development book is for you. In this book, you’ll learn the foundational principles behind multiplayer games. Starting with a sample project, you’ll learn how to set up a networked system and make it work. Once the prototype of the project is functional, you’ll start adding game logic, including obstacles and AI opponents, to heighten the challenges and engagement, offering a captivating experience for players. Next, you’ll learn how to debug and optimize the project, before finally deploying the game build and integrating it with cloud services such as the Epic Online Services system. By the end of this book, you’ll have the confidence to develop and manage multiplayer experiences using the Unreal Engine environment, taking your newfound programming skills in your upcoming projects.
Table of Contents (22 chapters)
1
Part 1:Introducing Multiplayer Games
5
Part 2:Networking and Multiplayer Games in Unreal Engine
10
Part 3:Improving Your Game
15
Part 4:Deploying Your Game Online

Adding health to the AI

In this part of the project, you will add a health system to the minion AI to make it possible to defeat it during gameplay. You will also add a spawn system so that when the opponent is defeated, the player will be rewarded with a well-deserved prize.

To implement such features, we need to open the minion class and start doing some coding – open the US_Minion.h header, and in the private section, add these two declarations:

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Health", meta = (AllowPrivateAccess = "true"))
float Health = 5.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Pickup", meta = (AllowPrivateAccess = "true"))
TSubclassOf<class AUS_BasePickup> SpawnedPickup;

The first one is used to keep track of the enemy health, while the second one will contain the class of the item pickup that will be spawned once the minion is defeated. Both of them can be modified in a...