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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

Creating network-aware pawns for multiplayer


Now that we've seen a bit about how information moves from the server to the clients, let's explore the ways player actions get communicated from the clients back to the server. To get ready for this, we're going to take a shortcut and add a pawn that can already perform a few basic actions, and we'll get right to the task of making these actions work in a multiplayer setting.

Adding a first-person pawn

We're going to set ourselves up by adding the pawn from the First Person template:

  1. Create or open a project made using the Blueprint | First Person template.
  2. Select Content | FirstPersonBP | Blueprints | FirstPersonCharacter, and migrate this character into our working project.

Now, we need to tell our game mode to use it.

  1. Open BP_MultiplayerGameMode, and set its Default Pawn Class to the FirstPersonCharacter we just migrated in.

Let's test it. We should see a number of problems here. Our projectiles are bouncing off invisible walls. When players fire...

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