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Unreal Engine 5 Game Development with C++ Scripting

You're reading from  Unreal Engine 5 Game Development with C++ Scripting

Product type Book
Published in Aug 2023
Publisher Packt
ISBN-13 9781804613931
Pages 384 pages
Edition 1st Edition
Languages
Author (1):
ZHENYU GEORGE LI ZHENYU GEORGE LI
Profile icon ZHENYU GEORGE LI

Table of Contents (18) Chapters

Preface 1. Part 1 – Getting Started with Unreal C++ Scripting
2. Chapter 1: Creating Your First Unreal C++ Game 3. Chapter 2: Editing C++ Code in Visual Studio 4. Chapter 3: Learning C++ and Object-Oriented Programming 5. Chapter 4: Investigating the Shooter Game’s Generated Project and C++ Code 6. Part 2 – C++ Scripting for Unreal Engine
7. Chapter 5: Learning How to Use UE Gameplay Framework Base Classes 8. Chapter 6: Creating Game Actors 9. Chapter 7: Controlling Characters 10. Chapter 8: Handling Collisions 11. Chapter 9: Improving C++ Code Quality 12. Part 3: Making a Complete Multiplayer Game
13. Chapter 10: Making Pangaea a Network Multiplayer Game 14. Chapter 11: Controlling the Game Flow 15. Chapter 12: Polishing and Packaging the Game 16. Index 17. Other Books You May Enjoy

Adding networking functions to PangaeaGameInstance

Before we add these functions to APangaeaGameInstance, it is important to explain why we must add these functions to this class but somewhere else.

We know that GameInstance only exists on the client side and that the ButtonHost, ButtonJoin, ButtonLeave, and ButtonLobby buttons are pressed by players when they are playing the game on their end, so it makes sense to implement those functions that allow players to host, join, and leave games on the client side.

Now, let’s open the PangaeaGameInstance.h file and add the following code to declare the functions in the ApangaeaGameInstance class:

public:UFUNCTION(BlueprintCallable, Category = "Pangaea")
  void StartListenServer();
  UFUNCTION(BlueprintCallable, Category = "Pangaea")
  void JoinAsClient(FString IPAddress);
  UFUNCTION(BlueprintCallable, Category = "Pangaea")
  void LeaveGame()...
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