Book Image

Unreal Engine 4.X By Example

By : Benjamin Carnall
Book Image

Unreal Engine 4.X By Example

By: Benjamin Carnall

Overview of this book

With Unreal Engine 4 being made free to use, for any keen game developer it is quickly becoming the most popular game engine in today’s development industry. The engine offers a rich feature set that can be customized and built upon through the use of C++. This book will cover how to work with Unreal Engine’s tool set all the way from the basics of the editor and the visual scripting system blueprint to the in-depth low-level creation of content using C++. This book will provide you with the skills you need to create feature-rich, captivating, and refined game titles with Unreal Engine 4. This book will take you through the creation of four unique game projects, designed so that you will be ready to apply the engine’s rich development capabilities. You will learn not only to take advantage of the visual tools of the engine, but also the vast and powerful programming feature set of Unreal Engine 4.
Table of Contents (17 chapters)
Unreal Engine 4.X By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Preparing our game map


For now, the map is only going to work as a testbed for our multiplayer implementation. We need to add our spawn point objects to the map, configure their team colors, and remove any unwanted actors from the scene. As it currently stands, there is a high volume of cube physics actors. We do not want all of these actors updating over the network, as that would increase network traffic; we might as well remove them. Compile and run the code now and address the editor World Outlier.

Under the subfolder Cubes, remove all cube actors from the scene by highlighting all of the EditorCubes:

With the cubes selected, press the delete key. Next we are going to place our spawns! Create a new Blueprint actor that inherits from NSSPawnPoint called Spawn Point. Open the generated BP now, select SpawnPoint(self) from the Components panel, and address the Details panel. Under the Replication section, untick the NetLoadOnClient flag, as only our server is concerned with spawning the players...