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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Clients

The client is the simplest part of the architecture because most of the actors will have the authority on the server, so in those cases, the work will be done on the server and the client will just obey its orders.

Here is an overview of the main responsibilities of a client:

  1. Enforcing variable replication from the server: The server typically has authority over all of the actors that the client knows, so when the value of a replicated variable is changed on the server, the client needs to enforce that value as well.
  2. Handling RPCs from the server: The client needs to process the remote procedure calls (covered in Chapter 17, Remote Procedure Calls) sent from the server.
  3. Predicting movement when simulating: When a client is simulating an actor (covered later in this chapter) it needs to locally predict where it's going to be based on the actor's velocity.
  4. Spawning the actors that only a client needs to know about: If you want to spawn an...
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