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Multiplayer Game Development with Unreal Engine 5
Multiplayer Game Development with Unreal Engine 5

Multiplayer Game Development with Unreal Engine 5: Create compelling multiplayer games with C++, Blueprints, and Unreal Engine's networking features

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Multiplayer Game Development with Unreal Engine 5

Getting Started with Multiplayer Game Development

Welcome to the wonderful world of multiplayer game development in Unreal Engine! I am really excited that you have selected me and my book as a guide to this sometimes scary technology; I promise that I’ll do my best to make this journey as easy and as entertaining as possible.

Throughout the book, you will learn how to create an Unreal Engine multiplayer game from scratch, handle client/server logic, manage AI opponents, test and profile the network, and take advantage of available cloud services. By the end, you will be proficient in creating a networked video game and have a deep knowledge of many of the pitfalls and how to avoid them.

In this chapter, you will get an overview of what a multiplayer game is, its origins, and the different types of multiplayer games that are available today. Additionally, you will explore how the technology used in multiplayer games has been applied in contexts outside of gaming.

In this chapter, I will discuss the following topics:

  • Introducing multiplayer games
  • Understanding multiplayer game categories
  • Exploring gameplay twists
  • Is multiplayer technology just for games?

Technical requirements

As you may already know, the Unreal Engine Editor may be very demanding in terms of hardware prerequisites but don’t be scared. Luckily, this book is more focused on game programming than on real-time visual effects.

Here, let’s look at the hardware and software requirements, as well as some pre-requisite knowledge you will need to follow this book.

Pre-requisite knowledge

Before you get started, it is my duty to remind you that this book is meant for people who already have some knowledge about Unreal Engine development. As such, you should already be familiar with the following topics:

  • The Epic Games Launcher and the Unreal Engine Editor
  • Blueprint classes and Blueprint programming
  • C++ programming with your IDE of choice
  • A minimum level of understanding of C++ programming with Unreal Engine.

Hardware requirements

The following are some basic requirements officially recommended by Epic Games at the time of writing this book; if you have at least this hardware, you should be guaranteed a nice experience throughout the chapters:

  • Windows OS:
    • Operating System: Windows 10 64-bit version 1909 revision .1350 or higher, or versions 2004 and 20H2 revision .789 or higher
    • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics Card: DirectX 11- or 12-compatible graphics card
  • Linux:
    • Operating System: Ubuntu 22.04
    • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
    • Memory: 32 GB RAM
    • Video Card: NVIDIA GeForce 960 GTX or higher with the latest NVIDIA binary drivers
    • Video RAM: 8 GB or more
  • macOS:
    • Operating System: Latest macOS Ventura
    • Processor: Quad-core Intel, 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Video Card: Metal 1.2-compatible graphics card

In my case, I’ve been writing this book with the following hardware:

  • Desktop:
    • Operating System: Windows 10 64-bit version
    • Processor: Intel Core i9 9900K @3.60GHz
    • Memory: 64 GB RAM
    • Graphics Card: NVIDIA GeForce RTX 3090ti
  • Laptop:
    • Operating System: Windows 10 64-bit version
    • Processor: Intel Core i7 9750H @ 2.60GHz
    • Memory: 16 GB RAM
    • Graphics Card: NVIDIA GeForce RTX 2070

Software requirements

This book assumes you have the Epic Games Launcher and Unreal Engine 5 installed and fully working on your computer.

Note

At the time of writing this book, the latest version of Unreal Engine is 5.1.1 but you will be able to follow along with any version more recent than 5.1.1.

Additionally, you’ll need an IDE supporting C++ and Unreal Engine. If you already have some past experience, chances are you have already installed Visual Studio 2019/2022 or JetBrains Rider; if you don’t, you will need to install one of them by the start of Chapter 4, Setting Up Your First Multiplayer Environment.

Note

This book assumes you have Visual Studio 2019 or 2022 installed and fully functional; however, it’s totally fine to use JetBrains Rider.

Setting up Visual Studio for Unreal Engine development

Once you have Visual Studio installed, you’ll need the following extra components to make it properly work with Unreal Engine:

  • C++ profiling tools
  • C++ AddressSanitizer
  • Windows 10 SDK
  • Unreal Engine installer

To include these tools, follow these steps:

  1. Open Visual Studio Installer.
  2. Select Modify from your own Visual Studio installation, selecting the version you will be using, as shown in Figure 1.1:
Figure 1.1 – Visual Studio Installer

Figure 1.1 – Visual Studio Installer

  1. Once the Modifying modal window opens, in the top bar, make sure you are in the Workloads section.
  2. Then, activate the Game development with C++ option by clicking the checkmark.
  3. Next, if it is closed, open Installation details | Game development with C++ | Optional from the right sidebar.
  4. Select C++ profiling tools, C++ AddressSanitizer, the latest Windows 10 SDK version available, and Unreal Engine installer, as shown in Figure 1.2.

Figure. 1.2 – Visual Studio with Unreal Engine installer activated

  1. Click the Install while downloading button (or the Download all, then install button) to start the installation process.

Once the download and installation process is finished, you will be ready to develop your own C++ games with Unreal Engine.

IDE support for Unreal Engine

Microsoft has recently introduced a new Unreal Engine integration extension for Visual Studio 2022 called IDE Support for Unreal Engine. This tool adds some new features such as Blueprint references, Blueprint assets, and CodeLens hints on top of Unreal Engine classes, functions, and properties.

To include this tool, follow these steps:

  1. Open the Workloads section if it has been closed.
  2. Activate the Game development with C++ option by clicking the checkmark.
  3. If it is closed, open Installation details | Game Development with C++ | Optional from the right sidebar.
  4. Select IDE support for Unreal Engine, as shown in Figure 1.3.
Figure 1.3 – Installing the IDE support

Figure 1.3 – Installing the IDE support

  1. Now install the tool.

Now that your IDE is properly configured, it’s time to gain some understanding of where multiplayer games come from. In the next section, you’ll learn a little bit of video game history.

Introducing multiplayer games

Multiplayer games are probably one of the most attractive forms of entertainment available today. There are several reasons why these types of games have become so popular and engaging over the years.

First, playing with other people adds elements of competition (or cooperation) that can be incredibly motivating and fun. Whether it’s a game such as the hyper-realistic Counter-Strike: Global Offensive (https://www.counter-strike.net/) or some crazy setting such as Rubber Bandits (https://www.rubberbandits.game/), there is something magical about playing in virtual environments that makes it exciting and enjoyable.

Having someone else to play with also means introducing a lot of opportunities for creative problem-solving and many possibilities for social interaction between people from different backgrounds and countries who may never have met otherwise!

But how did it all begin?

In the early 70s, the PLATO time-sharing system developed by the University of Illinois and Control Data Corporation enabled students at multiple locations to access online lessons. Soon after the introduction of PLATO IV, students began utilizing the newly introduced graphical capabilities to create multiplayer video games. By the end of the 70s, PLATO had introduced different games, spanning from dungeon crawlers to space battles to tank combat.

However, multiplayer games didn’t really take off until the mid-90s: at this time, internet access became widely available and gamers could finally connect to each other throughout the world.

The popular Doom is considered the very first online game as it allowed up to four players at once and featured a deathmatch mode where you could compete for points.

Over the decades, technology has massively improved and we are now able to play together around the globe in amazing immersive virtual worlds without (hopefully!) any lag or connection issues: it’s no wonder so many people are drawn toward these types of experiences!

What’s more, gamers have developed creative ways to communicate during gameplay, such as using online services including Skype and Discord, which deliver an even more immersive experience.

With the advent of real-time streaming platforms such as Twitch and YouTube, a new phase of multiplayer games has begun. Gamers can play and live broadcast at the same time, letting millions of people enjoy their experience.

Becoming a network programmer in video games

If you are reading this book, chances are you want to understand the basic principles of networking and apply your soon-to-be strong knowledge in multiplayer video game programming to the next big hit. As a multiplayer programmer, you will be able to create fun and interactive games for others to enjoy: this will be an incredibly rewarding experience!

But be aware – network video game programming can be quite challenging, with long work hours and potential stress. It is important to be aware of this before pursuing this type of career.

To avoid these kinds of pitfalls, it’s essential to have a solid understanding of how networks work in order to let players have an enjoyable and flawless experience.

Understanding a multiplayer game also means understanding how to troubleshoot computer issues and handle them whenever they pop up.

And rest assured...they will pop up sooner or later!

In the following section, you will learn about the major types of multiplayer games, as well as the distinctions that set them apart.

Understanding multiplayer game categories

There is a wide array of game categories available to choose from, ranging from first-person shooters to role-playing; often, a game incorporates more than one genre, giving the player exactly what they are looking for. Here you will find a non-exhaustive list of the most popular game types available nowadays, describing them from a multiplayer point of view.

First-person shooters

First-person shooter (FPS) titles are probably some of the most exciting and immersive video games available on the market and involve, as the name suggests, playing from a first-person perspective using various types of weapons.

Players will experience virtual worlds through the eyes of the character with mechanics such as running, taking cover, aiming, shooting (and often reloading your weapon!); this means having fast reflexes or you’ll be out of business really quickly!

Multiplayer FPS games offer several game modes that can be played as co-op campaigns, such as capture the flag or deathmatches.

There are countless multiplayer FPS games available, but Apex Legends (https://www.ea.com/games/apex-legends) and Call of Duty (https://www.callofduty.com/) are good examples of this popular genre.

Third-person shooters

Third-person shooter (TPS) games are very similar to FPS games but players can battle each other from a third-person perspective. While FPS games tend to be more focused on shooting opponents and completing objectives, TPS games offer the player a wider view of the surrounding world, making them a good choice for more strategically oriented users.

One of the most popular features with both FPS and TPS games is the ability to change the skin of your character, allowing the creation of unique avatars that will stand out from the crowd.

Fortnite (https://www.fortnite.com/) by Epic Games (the developer of Unreal), is one of the most played TPS games, with millions of players around the world every day.

Real-time strategy

Real-time strategy (RTS) games combine elements of competition and strategy in a multiplayer experience. Usually, players must build an army and interact with other players online, often involving managing resources, forming pacts with other people (while trying to outsmart them!), and obviously, attacking them when it’s clear that there can be only one left standing!

One of the most successful and popular RTS games of all time is StarCraft (https://starcraft.com/), where players control one species and must battle the others for power and dominance.

Massively multiplayer online role-playing games

In a massively multiplayer online role-playing game (MMORPG), the classic role-playing game is augmented with networked features allowing thousands (or even millions) of players to interact in real time.

One of the most exciting things about MMORPGs is the ever-changing flow of the story as players will influence it with their own actions; they will buy equipment, hone their skills, and form alliances while looking for the next adventure.

World of Warcraft (https://worldofwarcraft.blizzard.com/) is undeniably one of the most popular and longest-running games in this genre.

Multi-user dungeons

Multi-user dungeon (MUD) games can be considered the progenitors of MMORPGs and are text-based adventures where each player takes the role of an adventurer in a virtual world. MUDs usually include elements of role-playing, strategy, and hack-and-slash games.

Although they may seem a bit old-fashioned, MUDs are still widely played thanks to their active communities, where players form strong relationships over the years.

Sometimes, MUDs are created by groups of fans of a fictional genre such as DiscWorldMUD (https://discworld.starturtle.net/), a game based on the DiscWorld saga created by Terry Pratchett.

Multiplayer online battle arena

Multiplayer online battle arena (MOBA) games are a strategy subgenre where two teams compete against each other: each player controls a character trying to defeat the opposing team, usually by destroying the enemy base. Arenas are predefined, letting teams plan their strategies in advance.

MOBAs also usually feature non-player character (NPC) minions controlled by artificial intelligence (AI) that will help characters achieve their goals.

One of the most played MOBA games is League of Legends (https://www.leagueoflegends.com/), which has been around since 2009 and is still a favorite among players around the world.

Note

The game examples I have provided here have obviously been developed by dozens (if not hundreds) of people, and creating these kinds of games is obviously outside the scope of this book. Additionally, some genres – such as MMORPGs – are some of the most complex and ambitious video games to make. With this in mind, you should exercise caution before attempting to create an intricate multiplayer game – first of all, ensuring that you possess the necessary skills and confidence to handle its vast scope.

Now that we have looked at the different multiplayer genres available, in the next section, you will discover how these genres can be enhanced with creative additions that can completely transform the way they are played.

Reviewing gameplay twists

Given all the aforementioned options available, it is simply a matter of personal preference which multiplayer game genre a player chooses. However, as a developer, you need to be aware of different types of gameplay and technologies to make your project work properly. In this section, I will present a couple of twists applied to regular gameplay.

Asymmetrical gameplay

In asymmetric multiplayer games, two or more teams of players compete in gameplay where the mechanics are different for each group. These games usually require players to set their strategy depending on their chosen side.

One of the best examples is Among Us (https://www.innersloth.com/games/among-us/), which is set on a spaceship where some player takes the role of an impostor whose aim is to let all other crewmates die in some “unexpected” accident before their true identity is revealed.

Hide-and-seek gameplay

There are some games that are meant to be open-ended, letting players explore worlds with considerable freedom and achieve more objectives compared to other more linear adventures.

In multiplayer games, this has led to some hide-and-seek variants, where players try to avoid each other (or the main storyline), whether the game officially supports them or not.

An example of this kind of twist is Secret Neighbor (https://www.secretneighbor.com/), a multiplayer social game where a group of adventurous kids is trying to sneak into their mysterious neighbor’s home to uncover evidence that suggests he is keeping children captive.

Asynchronous gameplay

An asynchronous multiplayer game will let players interact with each other without the need to be connected at the same time. These games are usually played in turns, where each player will make their move and will wait for the opponent to complete the next one.

And yes...online chess is an asynchronous game!

Now that you have a strong understanding of the main networked game genres, you may be wondering whether game engines’ multiplayer technologies are just for gaming. In the next section, I will provide some examples that demonstrate the opposite.

Is multiplayer technology just for games?

As you have read so far, multiplayer networking is an incredibly powerful tool for creating immersive and entertaining games. However, you may be wondering whether this technology is just about gaming.

The short answer is no.

The networking technology available in game engines such as Unreal Engine can be an incredibly useful tool beyond just gaming. Collaborating remotely in real time can have a huge impact on productivity and can be applied to almost any type of project, ranging from educational purposes to architecture, up to cinematography.

Cinematography

Multiplayer technology has become more and more important in movie productions with the advent of virtual production (VP).

VP is a workflow that combines computer-generated imagery (CGI), motion capture, and real and virtual assets combined in a real-time visualization. VP enables content creators (usually filmmakers) to have more efficient and cost-effective productions.

One of the best examples of multiplayer technology used in a VP pipeline is virtual scouting, which is the process of exploring and evaluating potential shooting locations without leaving their own studios. This is usually leveraged by a mix of augmented reality (AR) and virtual reality (VR).

A good example of using Unreal Engine in VP can be found in The Mandalorian series for the streaming service Disney+.

Architecture

Unreal Engine can be used in architecture to create real-time interactive visualizations of architectural projects. These simulations can be run on a multiplayer networking system providing online collaboration capabilities between architects. During the design process, architects can use Building Information Modeling (BIM) technology in a networked system to access the same model and make changes simultaneously, being more collaborative and efficient.

Real-time rendering software with multi-user capabilities helps designers and architects connect with stakeholders in every phase of the Architecture, Engineering, and Construction (AEC) life cycle, enabling faster, better communication.

Reflect (https://unity.com/products/unity-reflect), a service developed by Unity Technologies, is a good example, letting users experience virtual environments with a mix of 3D rendering, VR, and AR.

Education

Unreal Engine’s multiplayer capabilities can be an amazing tool for educators and students, providing immersive and interactive learning experiences. Any teacher with some practical knowledge of the game engine can create a virtual classroom where students can interact with each other in real time.

Games such as Fortnite and its Fortnite Creative version (https://www.fortnite.com/creative) have been used lately as an educational tool in many schools, letting students develop problem-solving skills and engaging them in a fun way.

Unreal’s Collab Viewer template

The Unreal Engine Editor has a couple of excellent templates that can be immediately applied as a networked collaborative environment: Collab Viewer for Architecture and Collab Viewer for Automotive, Product Design and Manufacturing.

In Figure 1.4, you can see Collab Viewer for Architecture selected and ready to be generated:

Figure 1.4 – The Collab Viewer template selected in Unreal Editor

Figure 1.4 – The Collab Viewer template selected in Unreal Editor

These project templates provide an amazing starting point for collaborative industrial and architectural projects; everything has already been set up (even a login panel to access the application), so all you have to do is add your own environment and export the application.

As a teacher, I have often used these Unreal Engine templates as a quick way to create multiplayer educational experiences such as virtual museums or for displaying students’ projects.

Figure 1.5 shows the application in action emulating three users on a single machine (don’t worry, we will get back to this very soon!).

Figure 1.5 – Collab Viewer in action

Figure 1.5 – Collab Viewer in action

Knowing how to use Collab Viewer and its many features (VoIP, real-time annotations, VR mode, etc.) is beyond the scope of this book, but if you are interested in this topic, Epic Games has an exhaustive section in the Unreal Engine documentation: https://docs.unrealengine.com/5.1/en-US/collab-viewer-templates-in-unreal-engine/.

Summary

In this chapter, you have been introduced to the main categories of multiplayer games and why it is so important to have a solid understanding of networking in the present day. What’s more, you were provided with a brief overview of practical examples that extend the concept of something that is traditionally considered a game-only field.

In the next chapter, I will guide you through the basic principles of networking. Although you will encounter a substantial amount of information (which may seem somewhat theoretical), rest assured that it will all become clear as you progress to Chapter 3, Testing the Multiplayer System with a Project Prototype, where you will start creating your first multiplayer prototype.

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Key benefits

  • Design a captivating multiplayer game using networking techniques from this illustrated guide
  • Understand how to use the Unreal Engine networking system with C++ and Blueprints
  • Carefully plan and develop an online experience from start to finish
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

If you’re fascinated by the immersive gaming experiences that enable multiple users to engage in collaborative or competitive gameplay, this Unreal Engine 5 game development book is for you. In this book, you’ll learn the foundational principles behind multiplayer games. Starting with a sample project, you’ll learn how to set up a networked system and make it work. Once the prototype of the project is functional, you’ll start adding game logic, including obstacles and AI opponents, to heighten the challenges and engagement, offering a captivating experience for players. Next, you’ll learn how to debug and optimize the project, before finally deploying the game build and integrating it with cloud services such as the Epic Online Services system. By the end of this book, you’ll have the confidence to develop and manage multiplayer experiences using the Unreal Engine environment, taking your newfound programming skills in your upcoming projects.

Who is this book for?

If you are a game programmer, particularly an Unreal Engine developer, with little or no knowledge of video game networking systems and a passion for multiplayer games, this book will help you explore the subject in depth. Developers skilled in other game engines will find this book useful for understanding the principles of the Unreal multiplayer system, however, basic knowledge of Unreal Engine and C++ is strongly recommended.

What you will learn

  • Get to grips with the basics of multiplayer game development
  • Understand the main elements of a networked level
  • Explore Unreal multiplayer features such as replication, RPCs, relevancy, and roles
  • Debug and optimize code for improved game performance
  • Deploy the game on LAN or online platforms
  • Use Epic Online Services to elevate the player experience
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Table of Contents

21 Chapters
Part 1:Introducing Multiplayer Games Chevron down icon Chevron up icon
Chapter 1: Getting Started with Multiplayer Game Development Chevron down icon Chevron up icon
Chapter 2: Understanding Networking Basics Chevron down icon Chevron up icon
Chapter 3: Testing the Multiplayer System with a Project Prototype Chevron down icon Chevron up icon
Part 2:Networking and Multiplayer Games in Unreal Engine Chevron down icon Chevron up icon
Chapter 4: Setting Up Your First Multiplayer Environment Chevron down icon Chevron up icon
Chapter 5: Managing Actors in a Multiplayer Environment Chevron down icon Chevron up icon
Chapter 6: Replicating Properties Over the Network Chevron down icon Chevron up icon
Chapter 7: Using Remote Procedure Calls (RPCs) Chevron down icon Chevron up icon
Part 3:Improving Your Game Chevron down icon Chevron up icon
Chapter 8: Introducing AI into a Multiplayer Environment Chevron down icon Chevron up icon
Chapter 9: Extending AI Behaviors Chevron down icon Chevron up icon
Chapter 10: Enhancing the Player Experience Chevron down icon Chevron up icon
Chapter 11: Debugging a Multiplayer Game Chevron down icon Chevron up icon
Part 4:Deploying Your Game Online Chevron down icon Chevron up icon
Chapter 12: Managing Multiplayer Sessions Chevron down icon Chevron up icon
Chapter 13: Handling Data During a Session Chevron down icon Chevron up icon
Chapter 14: Deploying Multiplayer Games Chevron down icon Chevron up icon
Chapter 15: Adding Epic Online Services (EOS) Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Christopher Nov 09, 2023
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What better way to get a Jump start, this book gives you an insight into understanding UE5 Multiplayer Game development and how to get your feet wet, i don't normal leave reviews so this is the first review i'm leaving on a book after going through the first few chapters. So Cheers to the Author and Publisher
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Amazon Customer Nov 09, 2023
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This has been a great tool to have a better understanding of the development of multiplayer games. With so many developers jumping ship from Unity, this is a tool that will allow developers new to Unreal Engine to have a greater understanding of the new engine and be able to create their best possible projects.
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Matthew Eichenberg Nov 07, 2023
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This book is great for learning the multiplayer systems in Unreal Engine. It goes over some of both Blueprint and C++ concepts.
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A Thinking Man Nov 07, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
My background: I'm a technical game designer with a lot of experience with Unreal visual blueprints along with intermediate experience with C++, and most of my projects have been single-player. As such, I feel this book is very much for people like me. If you're mostly an Unreal game dev with at least beginner experience with C++ and you want to "skill stack" and add multiplayer to your single-player resume, start here.Author Marco Secchi provides a good amount of context and history (about the Internet and how computers share information in general) before diving into a step-by-step sample UE5 multiplayer project. His approach is methodical with very few stones left unturned. You'll get repeated hands-on exercises with multiplayer fundamentals such as replication, RPCs, and the notion of authority. Crucially, you'll also be given some solid tools and ideas for how to debug (which I have seen first-hand is a constant need!) and then how to build and deploy your prototype.At ~350 pages, this is not an exhaustive reference but neither is it a skinny little introduction. It's a super solid primer, and it will take a lot of the mystery and anxiety out of multiplayer implementation and execution. If you're not familiar with Unreal, visual scripting, and at least the syntax and programming concepts of C++, probably pick up another book or two in the Packt Publishing library before this one.
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wowgamer Nov 03, 2023
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From page 1 onto the end, this book is chocked full of great information, in a logical progression. Whether you're new to UE or not, each page leads the reader from one step to the next, not leaving any detail untouched.Not only this, the book can be used as a reference tool, once you've completed all project tasks, etc.I'd highly recommend this book to accompany any University course or a personal addition to your library.
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Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela