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

Gameplay Framework Classes in Multiplayer

Unreal Engine 4 comes with a gameplay framework, which is a set of classes that allow you to create games more easily. The gameplay framework does this by providing built-in common functionality that is present in most games, such as a way to define the game rules (game mode), and a way to control a character (the player controller and pawn/character class). When an instance of a gameplay framework class is created in a multiplayer environment, it can exist on the server, on the clients, and on the owning client, which is the client that has its player controller as the owner of that instance. This means that the instances of the gameplay framework classes will always fall into one of the following categories:

  • Server Only: The instances of the class will only exist on the server.
  • Server and Clients: The instances of the class will exist on the server and the clients.
  • Server and Owning Client: The instances of the class...