Using Gameplay Framework Classes in Multiplayer
In the previous chapter, we covered remote procedure calls (RPCs), which allow the server and the clients to execute remote functions on each other. We also covered enumerations and array index wrapping, which allow you to iterate an array in both directions and loop around when you go beyond its limits.
In this chapter, we’re going to look at the most common gameplay framework classes and see where their instances exist in a multiplayer environment. This is important to understand so that you know which instances can be accessed in a specific game instance. An example of this is that only the server should be able to access the game mode instance because you don’t want clients to be able to modify the rules of the game.
We’ll also cover the game state and player state classes, which, as their names imply, store information about the state of the game and each player, respectively. Finally, toward the end of...