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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

Understanding what an RPC is

An RPC is a function that can be called locally but is executed on a different machine – for instance, a server computer may call a function on a client computer that will command it to spawn a visual effect or a sound somewhere in the level. Another useful application of an RPC is the ability to send messages bi-directionally between a server and a client over a network connection.

There are three types of RPCs available in Unreal Engine:

  • Server: The function will be called by an object on the client PC but executed only on the server version of that same object. The client must own the object calling the method (if you need to, please check Chapter 5, Managing Actors in a Multiplayer Environment, for a refresher about owning an Actor).
  • Client: The function will be called on the server by an object but executed only on the client version that owns the object calling it.
  • NetMulticast: The function can be called on the server by...
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