Summary
We learned a lot in this chapter about replication and working with UnrealScript in a network environment.
Specifically, we covered:
How to run the game with a server and a client on a single machine
The differences in how the server and client interact with the game world
Using function modifiers to change the way functions are called on the server and the client
How to use
Role
,RemoteRole
, andNetmode
to differentiate the server from clients and network games from single-player gamesHow to replicate variables and use
ReplicatedEvent
Now that we've learned about replication, we're ready to start learning about some of the common pitfalls of UnrealScript, and how to fix compiler and log errors so our game runs smoothly.