Can anybody explain to me how the networking works? And how to create a server for my game?
I read all pages on the wiki on “networking” and learned some interesting stuff, but I don’t really know how to implement them… I see that there are
function_Validate() and function_Implementation but I just don’t get it how to make it work…
Like I have create shooting for my game, and if I shoot from the server side to my client, the client dies, but if I shoot from client to server, the server character doesn’t die. I just don’t know how to make it work… or the sprinting. The server side sprints, but the client one doesn’t…
Also when I pickup items from the ground, they dissapear from the server, but stay in the client side… How do I make when a player picks it up it dissapears in all clients?
Sorry this may have been asked several times but I didn’t find anything.
I would start by looking at the FirstShooterGame that you can dowload from the Unreal launcher (in the Learn section). All the code needed to create a C++ networked game is there. If you want to do it via blueprint, have you looked at the tutorial serie on replication?
Well the thing is, I don’t understand the code from ShooterGame at all… I mean… I don’t know what I need to write first, then the second and third… I tried looking at the code, but it is a total mess for me… There are 20 functions…
Like: There are 2 projects in the ShooterGameExample right? one for menu and one for the game. How do I make the project for the menu and what and where do I have to put everything to work…
@ those replication series, gotta check them out now!
Fredrum: Once you have downloaded the project, right click on the uproject and select “Generate Visual Studio project files”.
OzoneBG: You should double check that you flagged your object as replicated. It’s the UProperty bReplicates in Actor.h. That might explain the discrepancy you see.