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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

Variable Replication

One of the ways the server can keep the clients synchronized is by using variable replication. The way it works is that every specific number of times per second (defined per actor in the AActor::NetUpdateFrequency variable, which is also exposed to blueprints) the variable replication system in the server will check whether there are any replicated variables (explained in the next section) in the client that needs to be updated with the latest value.

If the variable meets all of the replication conditions, then the server will send an update to the client and enforce the new value.

For example, if you have a replicated Health variable and the client on its end uses a hacking tool to set the value of the variable from 10 to 100, then the replication system will enforce the real value from the server and change it back to 10, which nullifies the hack.

Variables are only sent to the client to be updated if:

  • The variable is set to replicate.
  • ...
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