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Unreal Engine Game Development Cookbook

You're reading from   Unreal Engine Game Development Cookbook Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781784398163
Length 326 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Acquainted with the UE4 Interface 2. Level Design – Building Out Levels or Greyboxing FREE CHAPTER 3. Creating Quality Interior Environments 4. Building the Great Outdoors – Exterior Environments 5. Lights, Camera, Action – Cinematics 6. Lighting and Shadows 7. Art Pipeline – Working with Materials 8. Blueprint Scripting – Level Effects 9. C++ Programming – Gameplay 10. User Interface 11. Publishing and Deployment Index

Networking 101 – creating collectables with networking


Networking is one of the more complex things you can do as a programmer. Unreal uses a client-server model for communication between multiple computers. In this case, the server is the person who started the game and the clients are those who are playing the game with the first person. In order for things happening on everyone's game to work correctly, we need to call certain code at certain times to certain people.

For example, when a client wants to shoot his/her gun, they send a message to the server, which will then determine whether you hit anything and then tell all the clients what happened using replication. This can be important because some things, such as the Game Mode, only exist on the server.

Note

For more information on the client-server model, refer to https://en.wikipedia.org/wiki/Client%E2%80%93server_model.

Getting ready

Before we start working on this, we need to have a project created and set up. Follow the Setting up...

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