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Multiplayer Game Development with Unreal Engine 5

You're reading from   Multiplayer Game Development with Unreal Engine 5 Create compelling multiplayer games with C++, Blueprints, and Unreal Engine's networking features

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Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781803232874
Length 394 pages
Edition 1st Edition
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Author (1):
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Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Introducing Multiplayer Games
2. Chapter 1: Getting Started with Multiplayer Game Development FREE CHAPTER 3. Chapter 2: Understanding Networking Basics 4. Chapter 3: Testing the Multiplayer System with a Project Prototype 5. Part 2:Networking and Multiplayer Games in Unreal Engine
6. Chapter 4: Setting Up Your First Multiplayer Environment 7. Chapter 5: Managing Actors in a Multiplayer Environment 8. Chapter 6: Replicating Properties Over the Network 9. Chapter 7: Using Remote Procedure Calls (RPCs) 10. Part 3:Improving Your Game
11. Chapter 8: Introducing AI into a Multiplayer Environment 12. Chapter 9: Extending AI Behaviors 13. Chapter 10: Enhancing the Player Experience 14. Chapter 11: Debugging a Multiplayer Game 15. Part 4:Deploying Your Game Online
16. Chapter 12: Managing Multiplayer Sessions 17. Chapter 13: Handling Data During a Session 18. Chapter 14: Deploying Multiplayer Games 19. Chapter 15: Adding Epic Online Services (EOS) 20. Index 21. Other Books You May Enjoy

Understanding Actor relevancy

Relevancy is the process of determining which objects in a scene should be visible or updated based on their importance to the player. This is an important concept in Unreal Engine, and by understanding how it works, you can make sure your game runs efficiently. In this section, we will explore this topic and show an example of how it works depending on its settings.

Understanding relevancy

In Unreal Engine, the term relevancy refers to how the Engine determines which Actors in the game world should be replicated to which clients, based on their current locations, and which Actors are relevant to the player’s current view or area.

A game level can have a size varying from very small to really huge. This may pose a problem in updating everything on the network and for every client connected to the server. As the playing character may not need to know every single thing that’s happening in the level, most of the time, it’s just...

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