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Unreal Engine 4 Virtual Reality Projects

You're reading from   Unreal Engine 4 Virtual Reality Projects Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
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Authors (2):
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Robert Ruud Robert Ruud
Author Profile Icon Robert Ruud
Robert Ruud
Kevin Mack Kevin Mack
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Kevin Mack
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Table of Contents (20) Chapters Close

Title Page
About Packt
Contributors
Preface
1. Thinking in VR FREE CHAPTER 2. Setting Up Your Development Environment 3. Hello World - Your First VR Project 4. Getting Around the Virtual World 5. Interacting with the Virtual World - Part I 6. Interacting with the Virtual World - Part II 7. Creating User Interfaces in VR 8. Building the World and Optimizing for VR 9. Displaying Media in VR 10. Creating a Multiplayer Experience in VR 11. Taking VR Further - Extending Unreal Engine 12. Where to Go from Here 1. Useful Mind Hacks 2. Research and Further Reading 3. Other Books You May Enjoy Index

Understanding the client-server model


Now that we have a running test we can play with, let's get a bit of theory out of the way. It wouldn't be a bad idea to leave this test level open and explore it while we talk about this next concept.

To understand how multiplayer gameplay works in Unreal, you first need to understand how information moves between the connected game sessions and how changes are made to the game environment. There's no way around this. To write multiplayer code successfully, you have to build a clear mental model of what's going on, or you'll wind up hitting a lot of walls. Multiplayer is challenging to debug—if something doesn't work, you can't simply set a breakpoint in your blueprint and trace through to see what happened. Very often, all you'll know is that a bit of information you thought should have gone to the other machine never got there. If you take the time to understand how networking works, you'll have a much easier time figuring out what's gone wrong when...

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