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Multiplayer Game Development with Unreal Engine 5

You're reading from  Multiplayer Game Development with Unreal Engine 5

Product type Book
Published in Oct 2023
Publisher Packt
ISBN-13 9781803232874
Pages 394 pages
Edition 1st Edition
Languages
Author (1):
Marco Secchi Marco Secchi
Profile icon Marco Secchi

Table of Contents (22) Chapters

Preface 1. Part 1:Introducing Multiplayer Games
2. Chapter 1: Getting Started with Multiplayer Game Development 3. Chapter 2: Understanding Networking Basics 4. Chapter 3: Testing the Multiplayer System with a Project Prototype 5. Part 2:Networking and Multiplayer Games in Unreal Engine
6. Chapter 4: Setting Up Your First Multiplayer Environment 7. Chapter 5: Managing Actors in a Multiplayer Environment 8. Chapter 6: Replicating Properties Over the Network 9. Chapter 7: Using Remote Procedure Calls (RPCs) 10. Part 3:Improving Your Game
11. Chapter 8: Introducing AI into a Multiplayer Environment 12. Chapter 9: Extending AI Behaviors 13. Chapter 10: Enhancing the Player Experience 14. Chapter 11: Debugging a Multiplayer Game 15. Part 4:Deploying Your Game Online
16. Chapter 12: Managing Multiplayer Sessions 17. Chapter 13: Handling Data During a Session 18. Chapter 14: Deploying Multiplayer Games 19. Chapter 15: Adding Epic Online Services (EOS) 20. Index 21. Other Books You May Enjoy

Controlling the connection of an Actor

Now that you have created a fully working character, it’s time to understand how a connection is handled inside Unreal Engine (to quickly refresh your understanding of how connections work, you can refer back to Chapter 2, Understanding Networking Basics).

Each connection has its own PlayerController that has been created expressly for it; in this case, we say that the PlayerController is “owned” by that connection.

In Unreal Engine, Actors can have an Owner: if the outermost Owner of an Actor is a PlayerController, then the PlayerController becomes the Owner of that Actor. This means that the first Actor is also owned by the same connection that owns the PlayerController.

The concept of ownership is used during Actor replication to determine which connections receive updates for each Actor: for instance, an Actor may be flagged so that only the connection that owns that Actor will be sent property updates for it...

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