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Multiplayer Game Development with Unreal Engine 5

You're reading from   Multiplayer Game Development with Unreal Engine 5 Create compelling multiplayer games with C++, Blueprints, and Unreal Engine's networking features

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Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781803232874
Length 394 pages
Edition 1st Edition
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Author (1):
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Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Introducing Multiplayer Games
2. Chapter 1: Getting Started with Multiplayer Game Development FREE CHAPTER 3. Chapter 2: Understanding Networking Basics 4. Chapter 3: Testing the Multiplayer System with a Project Prototype 5. Part 2:Networking and Multiplayer Games in Unreal Engine
6. Chapter 4: Setting Up Your First Multiplayer Environment 7. Chapter 5: Managing Actors in a Multiplayer Environment 8. Chapter 6: Replicating Properties Over the Network 9. Chapter 7: Using Remote Procedure Calls (RPCs) 10. Part 3:Improving Your Game
11. Chapter 8: Introducing AI into a Multiplayer Environment 12. Chapter 9: Extending AI Behaviors 13. Chapter 10: Enhancing the Player Experience 14. Chapter 11: Debugging a Multiplayer Game 15. Part 4:Deploying Your Game Online
16. Chapter 12: Managing Multiplayer Sessions 17. Chapter 13: Handling Data During a Session 18. Chapter 14: Deploying Multiplayer Games 19. Chapter 15: Adding Epic Online Services (EOS) 20. Index 21. Other Books You May Enjoy

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “Next, you will find some declarations, such as UCLASS(), GENERATED_BODY(), UPROPERTY(), and UFUNCTION(), that are used by UE and each has a precise function.

A block of code is set as follows:

#include "US_GameState.h" 
AUS_GameMode::AUS_GameMode() 
{ 
   GameStateClass = AUS_GameState::StaticClass();
} 

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

#include "US_Character.h" 
#include "Components/SphereComponent.h"

Bold: Indicates a new term, an important word, or words that you see on screen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “From the Games section, select the Blank template.

Tips or important notes

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