Release date:2022, April

Author:Stephen Ulibarri

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn

Connecting players across the internet with matchmaking sessions Creating a plugin to convert any Unreal Engine project to multiplayer Program multiplayer matchmaking in Unreal Engine Learn replication techniques for fast-paced, competitive shooter games Optimize network code by minimizing bandwidth and maximizing performance Lag compensation techniques for multiplayer including client-side prediction and server-side rewind Multiple weapons including pistols, SMGs, assault rifles, shotguns, sniper rifles, rocket launcher, grenade launchers, and throwing grenades Pickups including shields, health, speed buffs, jump buffs, and ammo pickups Crouching, aiming, jumping, strafing, reloading, and throwing, all in multiplayer Working HUD with health and shield bars, ammo count, score and defeats, and game timers Custom game modes, custom match states, and use of the core classes used in multiplayer Learn how the Game Mode, Game State, Player State, Player Controller, Pawn, Character, and Actor classes work in multiplayer Create your own subsystem to manage online sessions Learn about the Unreal Engine Online Subsystem and use it to program multiplayer games using any online service such as Steam Display announcements including: Who eliminated who, who won the game, winning teams, countdown timers Custom Match States: Fly around in the warmup stage, display winners in the cooldown stage

Requirements

C++ basic knowledge (variables, functions, pointers, classes)

At least some experience in Unreal Engine – creation of components, functions, and Blueprints (take one of my other courses!)

Description

**Over 50 hours of content – more is still being uploaded!**

Learn all about Unreal Engine multiplayer in this fully comprehensive C++ course. From scratch, we create a complete multiplayer shooter game, capable of creating and joining game sessions and connecting many players across the internet. We’ll create our very own custom plugin that can be added to any Unreal Engine project to easily turn it into a multiplayer game.

We learn how to optimize our game for the best performance, as competitive shooters require the highest performance possible. We’ll implement lag compensation techniques such as client-side prediction and server-side rewind, so the game performs smoothly even in the presence of high lag!

We learn how to use the proper game classes for each multiplayer mechanic. Custom match states, warmup/cooldown match timers, Elim announcements, HUD with health, shields, ammo and grenades, and more! We keep all important functionality on the server, to prevent cheating, and learn the proper way to use the Player Controller, Game Mode, Game State, Player State, Character and Game Instance classes.

We make assault rifles, pistols, submachine guns, rocket launchers, grenade launchers, sniper rifles and throwing grenades! All functional in multiplayer, optimized for best performance.

After this course, you’ll be able to create any multiplayer game you want. If you can do a fast-paced shooter well, you can do any game, because fast-paced, competitive games require the best performance possible.

Who is the target audience?

Those who wish to make multiplayer games Those who wish to convert their existing projects to multiplayer Those who want to make a competitive multiplayer game Those who wish to learn about multiplayer gameplay programming Those who wish to learn about optimization of multiplayer games Those who wish to learn about lag compensation techniques used by AAA shooter games Those who wish to learn Unreal Engine‘s multiplayer code base so they can make any multiplayer game they want

01. Introduction 01. Introduction 02. About this Course

02. Creating a Multiplayer Plugin 01. Introduction 02. About this Course 01. Multiplayer Concepts 02. Testing Multiplayer 03. LAN Connection 04. Online Subsystem 05. Online Sessions 06. Configure For Steam 07. Accessing the Online Subsystem 08. Creating a Session 09. Setup for Joining Game Sessions 10. Steam Regions 11. Joining the Session 12. Creating a Plugin 13. Creating our Own Subsystem 14. Session Interface Delegates 15. The Menu Class 16. Accessing our Subsystem 17. Create Session 18. Callbacks to our Subsystem Functions 19. More Subsystem Delegates 20. Join Sessions from the Menu 21. Tracking Incoming Players 23. Path to Lobby 24. Polishing the Menu Subsystem

03. Project Creation 01. Project Creation 02. Project Creation 02. Testing an Online Session 04. Assets 04. Testing an Online Session 05. Retargeting Animations 05. Retargeting Animations 06. Assets 06. Blaster Character 07. Camera and Spring Arm 08. Character Movement 08. Character Movement 09. Animation Blueprint 09. Animation Blueprint 09. Blaster Character 10. Camera and Spring Arm 10. Seamless Travel and Lobby 10. Seamless Travel and Lobby 11. Network Role 14. Network Role

04. The Weapon 01. Weapon Class 02. Pickup Widget 03. Variable Replication 04. Equipping Weapons 05. Remote Procedure Calls 06. Equipped Animation Pose 07. Crouching 08. Aiming 09. Running Blendspace 10. Leaning and Strafing 11. Idle and Jumps 12. Crouch Walking 13. Aim Walking 14. Aim Offsets 15. Applying Aim Offsets 16. Pitch in Multiplayer 17. Using our Aim Offsets 18. FABRIK IK 19. Turning in Place 20. Rotate Root Bone 21. Net Update Frequency 22. Crouch Unequipped 23. Rotating Running Animations 24. Footstep and Jump Sounds

05. Firing Weapons 01. Projectile Weapon Class 02. Fire Montage 03. Fire Weapon Effects 04. Fire Effects in Multiplayer 05. The Hit Target 06. Spawning the Projectile 07. Projectile Movement Component 08. Projectile Tracer 09. Replicating the Hit Target 10. Projectile Hit Events 11. Bullet Shells 12. Shell Physics

06. Weapon Aim Mechanics 02. Blaster HUD and Player Controller 03. Drawing the Crosshairs 04. Crosshair Spread 05. Correcting the Weapon Rotation 06. Zoom While Aiming 07. Shrink Crosshairs when Aiming 08. Change Crosshairs Color 09. Extending the Trace Start 10. Hitting the Character 11. Smooth Rotation for Proxies 13. Automatic Fire 14. Testing the Game 15. Game Framework 16. Health 17. Update Health in the HUD 18. Damage 19. Blaster Game Mode 20. Elim Animation 21. Respawning 22. Dissolve Material 23. Dissolving the Character 24. Dissolving with Curves 25. Disable Movement when Elimmed 26. Elim Bot 27. On Possess 28. Blaster Player State 29. Defeats 30. Weapon Ammo 31. Can Fire 32. Carried Ammo 33. Displaying Carried Ammo 34. Reloading 35. Reloading Combat State 36. Allowing Weapon Fire 37. Updating Ammo 38. Reload Effects 39. Auto Reload 40. Game Timer 41. Syncing Client and Server Time 42. Match State

07. Health and Player Stats 03. Update Health in the HUD 05. Blaster Game Mode 06. Elim Animation 11. Disable Movement when Elimmed 13. On Possess 15. Game Framework 16. Health 18. Damage 21. Respawning 22. Dissolve Material 23. Dissolving the Character 24. Dissolving with Curves 26. Elim Bot 28. Blaster Player State 29. Defeats

08. Ammo 01. Weapon Ammo 02. Can Fire 03. Carried Ammo 04. Displaying Carried Ammo 05. Reloading.srt 08. Updating Ammo 09. Reload Effects 10. Auto Reload 34. Reloading 35. Reloading Combat State 36. Allowing Weapon Fire

09. Match States 01. Game Timer 03. Match State 04. On Match State Set 05. Warmup Timer 06. Updating Warmup Time 07. Custom Match States 08. Cooldown Announcement 09. Restart Game 09. Restart Game.srt 10. Blaster Game State 41. Syncing Client and Server Time

10. Different Weapon Types 01. Rocket Projectiles 02. Rocket Trails 03. Spawning Rocket Trails 04. Rocket Movement Component 05. Hit Scan Weapons 06. Beam Particles 07. Submachine Gun 08. Strap Physics 09. Shotgun 10. Weapon Scatter 11. Sniper Rifle 12. Sniper Scope 13. Grenade Launcher 14. Projectile Grenades 15. Reload Animations 16. Shotgun Reload 17. Weapon Outline Effect 18. Grenade Throw Montage 19. Weapon Attachment while Throwing Grenades 20. Grenade Assets 21. Showing the Attached Grenade 22. Spawning Grenades 23. Grenades in Multiplayer 24. Grenades in the HUD

11. Pickups 01. Pickup Class 02. Ammo Pickups 03. Buff Component 04. Health Pickup 05. Healing the Character 06. Speed Buffs 07. Jump Buffs 08. Shield Bar 09. Updating the Shield 10. Shield Buffs 11. Pickup Spawn Point 12. Adding Spawn Points to the Level

13. Spawn Default Weapon 14. Secondary Weapon 15. Swap Weapons 16. Drop the Secondary Weapon

12. Lag Compensation 01. Lag Compensation Concepts 02. High Ping Warning 03. Local Fire Effects 04. Show the Widget Locally 05. Replicating Scatter 06. Replicating Shotgun Scatter 07. Shotgun Fire RPCs 08. Client-Side Prediction 09. Client-Side Predicting Ammo 10. Client-Side Predicting Aiming 11. Client-Side Predicting Reloading 12. Server-Side Rewind 13. Lag Compensation Component 14. Hit Boxes

15. Frame Package

[Udemy] Unreal Engine 5 C++ Multiplayer Shooter (update).7z [Udemy] Unreal Engine 5 C++ Multiplayer Shooter (update)_Subtitles.7z

01. Introduction 01. Introduction 02. About this Course

02. Creating a Multiplayer Plugin 01. Multiplayer Concepts 02. Testing Multiplayer 03. LAN Connection 04. Online Subsystem 05. Online Sessions 06. Configure For Steam 07. Accessing the Online Subsystem 08. Creating a Session 09. Setup for Joining Game Sessions 10. Steam Regions 11. Joining the Session 12. Creating a Plugin 13. Creating our Own Subsystem 14. Session Interface Delegates 15. The Menu Class 16. Accessing our Subsystem 17. Create Session 18. Callbacks to our Subsystem Functions 19. More Subsystem Delegates 20. Join Sessions from the Menu 21. Tracking Incoming Players 23. Path to Lobby 24. Polishing the Menu Subsystem

03. Project Creation 01. Project Creation 02. Testing an Online Session 04. Assets 05. Retargeting Animations 06. Blaster Character 07. Camera and Spring Arm 08. Character Movement 09. Animation Blueprint 10. Seamless Travel and Lobby 11. Network Role

04. The Weapon 01. Weapon Class 02. Pickup Widget 03. Variable Replication 04. Equipping Weapons 05. Remote Procedure Calls 06. Equipped Animation Pose 07. Crouching 08. Aiming 09. Running Blendspace 10. Leaning and Strafing 11. Idle and Jumps 12. Crouch Walking 13. Aim Walking 14. Aim Offsets 15. Applying Aim Offsets 16. Pitch in Multiplayer 17. Using our Aim Offsets 18. FABRIK IK 19. Turning in Place 20. Rotate Root Bone 21. Net Update Frequency 22. Crouch Unequipped 23. Rotating Running Animations 24. Footstep and Jump Sounds

05. Firing Weapons 01. Projectile Weapon Class 02. Fire Montage 03. Fire Weapon Effects 04. Fire Effects in Multiplayer 05. The Hit Target 06. Spawning the Projectile 07. Projectile Movement Component 08. Projectile Tracer 09. Replicating the Hit Target 10. Projectile Hit Events 11. Bullet Shells 12. Shell Physics

06. Weapon Aim Mechanics 02. Blaster HUD and Player Controller 03. Drawing the Crosshairs 04. Crosshair Spread 05. Correcting the Weapon Rotation 06. Zoom While Aiming 07. Shrink Crosshairs when Aiming 08. Change Crosshairs Color 09. Extending the Trace Start 10. Hitting the Character 11. Smooth Rotation for Proxies 13. Automatic Fire 14. Testing the Game 15. Game Framework 16. Health 17. Update Health in the HUD 18. Damage 19. Blaster Game Mode 20. Elim Animation 21. Respawning 22. Dissolve Material 23. Dissolving the Character 24. Dissolving with Curves 25. Disable Movement when Elimmed 26. Elim Bot 27. On Possess 28. Blaster Player State 29. Defeats 30. Weapon Ammo 31. Can Fire 32. Carried Ammo 33. Displaying Carried Ammo 34. Reloading 35. Reloading Combat State 36. Allowing Weapon Fire 37. Updating Ammo 38. Reload Effects 39. Auto Reload 40. Game Timer 41. Syncing Client and Server Time 42. Match State

Unreal Engine 5 C++ Multiplayer Shooter.7z Unreal Engine 5 C++ Multiplayer Shooter_Subtitles.7z

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