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Unreal Engine 4.X By Example

You're reading from   Unreal Engine 4.X By Example An example-based practical guide to get you up and running with Unreal Engine 4.X

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Product type Paperback
Published in Jul 2016
Publisher Packt
ISBN-13 9781785885532
Length 506 pages
Edition 1st Edition
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Author (1):
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Benjamin Carnall Benjamin Carnall
Author Profile Icon Benjamin Carnall
Benjamin Carnall
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Table of Contents (12) Chapters Close

Preface 1. Introduction to Unreal Engine 4 FREE CHAPTER 2. Blueprints and Barrels – Your First Game 3. Advanced Blueprint, Animation, and Sound 4. Unreal Engine, C++, and You 5. Upgrade Activated – Making Bounty Dash with C++ 6. Power Ups for Your Character, Power Ups for the User 7. Boss Mode Activated – Unreal Robots 8. Advanced AI and Unreal Rendering 9. Creating a Networked Shooter 10. Goodbyes and Thank yous Index

Preparing our game map


For now, the map is only going to work as a testbed for our multiplayer implementation. We need to add our spawn point objects to the map, configure their team colors, and remove any unwanted actors from the scene. As it currently stands, there is a high volume of cube physics actors. We do not want all of these actors updating over the network, as that would increase network traffic; we might as well remove them. Compile and run the code now and address the editor World Outlier.

Under the subfolder Cubes, remove all cube actors from the scene by highlighting all of the EditorCubes:

With the cubes selected, press the delete key. Next we are going to place our spawns! Create a new Blueprint actor that inherits from NSSPawnPoint called Spawn Point. Open the generated BP now, select SpawnPoint(self) from the Components panel, and address the Details panel. Under the Replication section, untick the NetLoadOnClient flag, as only our server is concerned with spawning the players...

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