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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Toc

Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Game modes and servers


Alright, finally we can create our game mode. For this network shooter, our game mode is going to control traveling between levels, assigning teams, and spawning/respawning players. To do this, our game mode is going to have to detect a few things. Firstly, we are going to have to override how the game mode detects a new player joining the server session. We also have to make sure we assign this new player a team and spawn them properly. We already have a GameMode generated for us that was created with the template.

Game mode class definition

Navigate to NSGameMode.h and modify the class definition underneath our ETeam enum so it matches the following:

UCLASS(minimalapi)
class ANSGameMode : public AGameMode
{
    GENERATED_BODY()

public:
    ANSGameMode();
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaSeconds) override;
    virtual void PostLogin(APlayerController* NewPlayer) override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason...
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