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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

Handling Data During a Session

To work on a multiplayer game, you need a solid system in place to manage the flow of data between levels. This means tracking variables – such as character inventory or health – to keep players up to date with the information they need. In short, an effective multiplayer game requires careful management of data to ensure a smooth, engaging experience for all players.

In this chapter, you’ll be adding the final touches to the previous chapter’s session system by creating a system that will serve as an entry point for the players. This means working on a new level that will let the player create a session – if they’re starting the game as a server – or look for available sessions in the network – if they’re playing as a client.

Additionally, you will learn how to customize the player character – by adding skin variants – and how to send this data from the session selection...

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