Since I had some issues initial figuring out this stuff, and in some cases the documentation didn’t really help, I made a small post explaining how the “major classes” in the gameplay framework are split up between Server & Client when doing networked games, hope you find useful.
Good stuff! I would also add GameSession and OSS classes to that list. Because if we are talking about a ‘true’ online game, one will eventualy have to face these entities.
Thanks for the feedback. This was my first mistake trying to do network stuff in UE. I thought that those classes were the basis of creating online games, but I was wrong. I was expecting stuff like “server.Initialize()” or something like that, not open level?listen. So far I’ve been doing simple PC network stuff, whenever I get to something bigger (probably steam integration), I’ll probably post about it.
Thanks ;-] Hopefully they’ll take some of the stuff from there and integrate it into the official docs. I think that on the API there should be an icon that explains to you how this class is split between server & client. IMO it would make things much easier.
I do plan to keep talking about random things like that. Basically as I’m developing my game and I discover how things work I’d like to write a bit about it, because a lot of times the official docs aren’t that clear (maybe if you come from UE3 it is very easy, but as somebody new to the engine I have to search and read on multiple sources to get how things work completely).