Knowing this rule is important to know where all the data must be placed and managed: for instance, the score is typically something we will want to manage on the server side, meaning it will be stored by the server (replicated to the clients) and updated by the server. The connection between both will be mostly managed by the UE4 framework. The server side will be in charge of managing all the rules of the game, while the client side will be in charge of managing the player inputs. ![]() We won’t go into the details here (they can be found there), right now we just need to know that there is a Server side and a Client side. We always want to start coding but some knowledge about the concepts used in UE4 networking is mandatory to avoid losing time later.įirst of all, the UE4 multiplayer is based around the client-server model. These are the things to know before starting. Note: if you are looking for an excellent reference about UE4 network, you need to check this. In this article, I propose you to implement a multiplayer small game over the network, and we will see how easy it is using Unreal Engine if we know where the things must be placed and what configuration must be done.īut first, let’s start with the basic principles of Unreal Engine network. ![]() ![]() Even though the network is a well covered subject in UE4 documentation, a small tutorial explaining how to get started with a really simple application is really missing.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |