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

Introducing authority

As we mentioned in Chapter 2, Understanding Networking Basics, the term authority refers to which instance of the game has the final say over certain aspects of the game state. In an Unreal Engine multiplayer environment, the server is authoritative over the game state: this means that the server makes the final decisions about things such as player movement, damage calculation, and other game mechanics.

When a client requests to perform an action that affects the game state, it sends a message to the server requesting permission to perform that action. The server then determines whether the action is valid and, if so, updates the game state accordingly. Once the server has updated the game state, it sends a message to all clients to inform them of the updated state.

In Unreal Engine, Actors can be either locally or remotely controlled, and the concept of authority is important in determining which controls are valid. Actors that are locally controlled have...