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

Updating properties over the network

Now, it’s time to add some gameplay and properly synchronize elements at runtime. In the next few subsections, you’ll work on the following features:

  • Creating the pickup Blueprint
  • Adding pickup variants
  • Adding a points counter to the characters

Let’s add these features now.

Creating the pickup Blueprint

The first thing we are going to create is a pickable item that will grant points to the character that picks it up by sending them a message.

To create this type of communication, you’ll need to create an interface:

  1. In your Blueprint folder, right-click and select Blueprints | Blueprint Interface.
  2. Name the interface PointsAdder.
  3. Open the Blueprint Interface.
  4. Rename the default function AddPoints.
  5. Add an Input parameter called Value that’s of the Integer type.

The interface you have just created should be the same as the one shown in Figure 3.13:

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