Multiplayer set up in board games

Hi all,

I have a question about **Turn-Based **Online **Multiplayer Board Game **for example a Chess Board Game.
How can I set up the cameras for both players so that ALWAYS Player 1 is facing his army (let say Black Stones for example) while player 2 is ALWAYS facing his army (White stone in this case).

correct me please …
I have to set up the a character and a controller at the beginning, then I place (that character) in the View Port twice. One for the Black and One for the White?
then set up the number of player in the Multiplayers Option to 2 players

try to discuss it a little bit please. I am trying to reach this point in my game kindly direct me in this matter.

I have a good knowledge in Scripting but in the TurnBased Games, I have none even I searched a lot but without benefit.

I really appreciate your help and direction.

Best Regards

First you need to bookmark this, and use when needed or in doubt about multiplayer: http://cedric.bnslv.de/unreal-engine-4-network-compendium-released/
Then do same for unreal documentation.

Making online game is not as simple as connecting 2 singleplayer clients and telling them to communicate.

First you need to design how your blueprints on client and server will communicate, where you store all data about players. What blueprint will work as game logic. Unlike singleplayer game where you can place all that logic almost anywhere in multiplayer you need to see if that blueprint can communicate to server and also if opposite works. So stare with any multiplayer setup, but create all blueprints yourself, do not use templates, you need to learn about multiplayer.

When you ready my suggestion for setup is:

  • keep all game brain data and logic in game state blueprint on server side.
  • create all game events in same place
  • clients should be just simple blueprints that translate user input into those events and send to server, then server updates game state and replicates it back

For all above it does not matter much if its turn based game or not. So you kind of are making game that works from game state on server, and player controllers are only bit more advanced viewports to see what is going on in game, and can send player commands to server. Because this game is turn based you do not need to worry about lag and compensation, so you can do as much as possible on server, it simplifies code.