Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. 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. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

Connections and Ownership

When using multiplayer in Unreal Engine, an important concept to understand is that of a connection. When a client joins a server, it will get a new Player Controller with a connection associated with it.

If an actor doesn't have a valid connection with the server, then the actor won't be able to do replication operations such as variable replication (covered later in this chapter) or call RPCs (covered in Chapter 17, Remote Procedure Calls).

If the Player Controller is the only actor that holds a connection, then does that mean that it's the only place you can do replication operations? No, and that's where the GetNetConnection function, defined in AActor, comes into play.

When doing replication operations (such as variable replication or call RPCs) on an actor, the Unreal framework will get the actor's connection by calling the GetNetConnection() function on it. If the connection is valid, then the replication operation...