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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

Introducing AI into a Multiplayer Environment

Artificial Intelligence (AI) systems offer an exciting and unique gaming experience for players by providing dynamic challenges that are unpredictable and engaging. This allows developers to create immersive worlds with realistic behavior from non-player characters (NPCs).

In this chapter, I will introduce you to the basics of AI in Unreal Engine but, as this is a book about multiplayer games, I will not go deep into the details of the system – instead, you will take the first steps in the creation of opponents, which will make your game fully playable from a networked point of view.

By the end of the chapter, you will have created an enemy Actor that wanders around the level and actively pursues the player’s character once it is detected. This will serve as a starting point for creating more diverse and compelling enemies in your game.

So, in this chapter, I will present you with the following topics:

  • Setting...
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