Game with Multiplayer Server in Blueplint Unreal Engine | Network Replicate (GameState, PlayerState)
Multiplayer game on Unreal Engine 5.3 using Blueplint. The server manages the game state and replicates the information to the clients.
Technical details:
Random board: The game uses a random board generation system.
GameMode: Defined as general game rules and behavior.
Level: Responsible for creating the game's visual and sound scene
PlayerControler: Responsible for the commands that the game character can understand and execute.
GameState: Storage and management of global game information that all players need to access during the match.
Server: Managing the game rules, updating the state of the virtual world according to the players' actions.
MultiCast: Allows the server to send a single message to multiple players simultaneously
RepNotify: Synchronize state of duplicated random variables between server and clients
Widget: Creates the user interface (UI) elements that players interact with during gameplay.
Logic: Build the scenario, move the pieces, check the game conditions, call animations and other functions.
PlayState: Centralizes the data that needs to be shared and synchronized between the server and all connected clients.
Request: Fulfill data requests related to player information for this multiplayer game.
Replicate: Synchronizes data between the server and clients, ensuring that all players have information about each other's actions.
game : https://alfredo1995.itch.io/game-server-replicate
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