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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

Remote Procedure Calls

We've covered variable replication in Chapter 16, Multiplayer Basics, and, while a very useful feature, it is a bit limited in terms of allowing the execution of custom code in remote machines (client-to-server or server-to-client) for two main reasons:

  • The first one is that variable replication is strictly a form of server-to-client communication, so there isn't a way for a client to use variable replication to tell the server to execute some custom logic by changing the value of a variable.
  • The second reason is that variable replication, as the name suggests, is driven by the values of variables, so even if variable replication allowed the client-to-server communication, it would require you to change the value of a variable on the client to trigger a RepNotify functionality on the server to run the custom logic, which is not very practical.

To solve this problem, Unreal Engine 4 supports RPCs. An RPC works just like a normal...

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