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

Summary

In this chapter, I have introduced you to one of the most important topics in the Unreal Engine multiplayer framework: replication.

As a first step, you created some statistics for the player, in order to make your gameplay more flexible. You did this through structures and data tables – a topic that will come in handy even if you are developing a standalone game.

Next, I explained the topic of property replication and how to apply it to your project. Once the main concepts were defined, you started using them on the PlayerState, in order to keep track of the character’s progress during gameplay.

As a last step, you created a HUD to show this progress to the player. Replication is mostly important here as each client should get its own updates and show them to the player.

In the next chapter, you’ll dive deeper into the mystical realm of replication, flexing your skills in the delicate art of calling methods from client to server and back again...