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

Handling Data During a Session

To work on a multiplayer game, you need a solid system in place to manage the flow of data between levels. This means tracking variables – such as character inventory or health – to keep players up to date with the information they need. In short, an effective multiplayer game requires careful management of data to ensure a smooth, engaging experience for all players.

In this chapter, you’ll be adding the final touches to the previous chapter’s session system by creating a system that will serve as an entry point for the players. This means working on a new level that will let the player create a session – if they’re starting the game as a server – or look for available sessions in the network – if they’re playing as a client.

Additionally, you will learn how to customize the player character – by adding skin variants – and how to send this data from the session selection...