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

Remote Procedure Calls

We've covered variable replication in Chapter 16, Multiplayer Basics, and, while a very useful feature, it is a bit limited in terms of allowing the execution of custom code in remote machines (client-to-server or server-to-client) for two main reasons:

  • The first one is that variable replication is strictly a form of server-to-client communication, so there isn't a way for a client to use variable replication to tell the server to execute some custom logic by changing the value of a variable.
  • The second reason is that variable replication, as the name suggests, is driven by the values of variables, so even if variable replication allowed the client-to-server communication, it would require you to change the value of a variable on the client to trigger a RepNotify functionality on the server to run the custom logic, which is not very practical.

To solve this problem, Unreal Engine 4 supports RPCs. An RPC works just like a normal...