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  • Book Overview & Buying Elevating Game Experiences with Unreal Engine 5
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Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5 - Second Edition

By : Gonçalo Marques , Devin Sherry, David Pereira , Hammad Fozi
4.2 (5)
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Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5

4.2 (5)
By: Gonçalo Marques , Devin Sherry, David Pereira , Hammad Fozi

Overview of this book

Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
Table of Contents (21 chapters)
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Using Remote Procedure Calls

In the previous chapter, we covered some critical multiplayer concepts, including the server-client architecture, connections and ownership, roles, and variable replication. We also learned how to make 2D Blend Spaces and use the Transform (Modify) Bone node to modify bones at runtime. We used that knowledge to create a basic first-person shooter character that walks, jumps, and looks around.

In this chapter, we’re going to cover remote procedure calls (RPCs), which is another important multiplayer concept that allows the server to execute functions on the clients and vice versa. So far, we’ve learned about variable replication as a form of communication between the server and the clients. However, to have proper communication, this isn’t enough. This is because the server may need to execute specific logic on the clients that doesn’t involve updating the value of a variable. The client also needs a way to tell its intentions...

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