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Game Development Projects with Unreal Engine

You're reading from  Game Development Projects with Unreal Engine

Product type Book
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Pages 822 pages
Edition 1st Edition
Languages
Authors (4):
Hammad Fozi Hammad Fozi
Profile icon Hammad Fozi
Gonçalo Marques Gonçalo Marques
Profile icon Gonçalo Marques
David Pereira David Pereira
Profile icon David Pereira
Devin Sherry Devin Sherry
Profile icon Devin Sherry
View More author details

Table of Contents (19) Chapters

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine 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

Variable Replication

One of the ways the server can keep the clients synchronized is by using variable replication. The way it works is that every specific number of times per second (defined per actor in the AActor::NetUpdateFrequency variable, which is also exposed to blueprints) the variable replication system in the server will check whether there are any replicated variables (explained in the next section) in the client that needs to be updated with the latest value.

If the variable meets all of the replication conditions, then the server will send an update to the client and enforce the new value.

For example, if you have a replicated Health variable and the client on its end uses a hacking tool to set the value of the variable from 10 to 100, then the replication system will enforce the real value from the server and change it back to 10, which nullifies the hack.

Variables are only sent to the client to be updated if:

  • The variable is set to replicate.
  • ...
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