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Unreal Engine 4.x Scripting with C++ Cookbook

You're reading from   Unreal Engine 4.x Scripting with C++ Cookbook Develop quality game components and solve scripting problems with the power of C++ and UE4

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Product type Paperback
Published in Mar 2019
Publisher
ISBN-13 9781789809503
Length 708 pages
Edition 2nd Edition
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Authors (3):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
Stephen Whittle Stephen Whittle
Author Profile Icon Stephen Whittle
Stephen Whittle
William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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Table of Contents (16) Chapters Close

Preface 1. UE4 Development Tools FREE CHAPTER 2. Creating Classes 3. Memory Management, Smart Pointers, and Debugging 4. Actors and Components 5. Handling Events and Delegates 6. Input and Collision 7. Communication Between Classes and Interfaces: Part I 8. Communication Between Classes and Interfaces: Part II 9. Integrating C++ and the Unreal Editor: Part I 10. Integrating C++ and the Unreal Editor: Part II 11. Working with UE4 APIs 12. Multiplayer Networking in UE4 13. AI for Controlling NPCs 14. User Interfaces - UI and UMG 15. Other Books You May Enjoy

Introduction

Networking is one of the more complex things you can do as a programmer. Thankfully, Unreal Engine has been designed with networking in mind since the original Unreal Engine released in 1998. 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. For things that are happening in everyone's game to work correctly, we need to call certain code at certain times for 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 they hit anything and then tells all the clients what happened using replication. This can be important because some things, such as the game mode, only exist on the server.

For more information on the client...
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