Drawing the HUD and preparing the lobby
Ok, the last thing we need to do is provide each player with an accurate readout of their own score/deaths! We will then also set up a pseudo multiplayer lobby by showing who is connected to the game, and that we are waiting on the server to initiate travel to the main multiplayer map. This, however, is going to require that we have information from the GameMode
replicated to all clients, namely when the game has started. We already have a static bool present in the game mode that we can use, but we now need to replicate the value of this bool to all clients. The only way we can do that is with a GameState
.
Creating the GameState
In a very similar way to PlayerStates
of the PlayerController
, we have GameStates
for game modes. They are replicated objects that are replicated on all connected clients. We can use this game state to store variables pertaining to the game world within this state. Game states, by default, contain information on all of the...