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Elevating Game Experiences with Unreal Engine 5

You're reading from   Elevating Game Experiences with Unreal Engine 5 Bring your game ideas to life using the new Unreal Engine 5 and C++

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781803239866
Length 760 pages
Edition 2nd Edition
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Authors (4):
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Gonçalo Marques Gonçalo Marques
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Gonçalo Marques
Devin Sherry Devin Sherry
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Devin Sherry
David Pereira David Pereira
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David Pereira
Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
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Toc

Table of Contents (21) Chapters Close

Preface 1. Chapter 1: Introduction to Unreal Engine 2. Chapter 2: Working with Unreal Engine FREE CHAPTER 3. Chapter 3: Character Class Components and Blueprint Setup 4. Chapter 4: Getting Started with Player Input 5. Chapter 5: Query with Line Traces 6. Chapter 6: Setting Up Collision Objects 7. Chapter 7: Working with UE5 Utilities 8. Chapter 8: Creating User Interfaces with UMG 9. Chapter 9: Adding Audio-Visual Elements 10. Chapter 10: Creating the SuperSideScroller Game 11. Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines 12. Chapter 12: Animation Blending and Montages 13. Chapter 13: Creating and Adding the Enemy Artificial Intelligence 14. Chapter 14: Spawning the Player Projectile 15. Chapter 15: Exploring Collectibles, Power-Ups, and Pickups 16. Chapter 16: Getting Started with Multiplayer Basics 17. Chapter 17: Using Remote Procedure Calls 18. Chapter 18: Using Gameplay Framework Classes in Multiplayer 19. Index 20. Other Books You May Enjoy

Accessing Gameplay Framework Instances in Multiplayer

Unreal Engine comes with a set of built-in classes (the Gameplay Framework) that provide the common functionality that most games require, such as a way to define the game rules (game mode), a way to control a character (the player controller and pawn/character class), and so on. When an instance of a gameplay framework class is created in a multiplayer environment, we need to know if it exists on the server, the clients, or the owning client. With that in mind, an instance of the gameplay framework class will always fall into one of the following categories:

  • Server Only: The instance will only exist on the server.
  • Server and Clients: The instance will exist on the server and the clients.
  • Server and Owning Client: The instance will exist on the server and the owning client.
  • Owning Client Only: The instance will only exist on the owning client.

Take a look at the following diagram, which shows each category...

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