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Revision 12 as of 2021-11-02 03:46:38
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Revision 16 as of 2023-03-13 12:16:07
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 * [[/MultiplayerProgrammingQuickStart | Multiplayer Programming Quick Start]]
 * [[/TestingMultiplayer | Testing Multiplayer]]
 * [[UE4-Networking-And-Multiplayer/MultiplayerProgrammingQuickStart|Multiplayer Programming Quick Start]]
 * [[UE4-Networking-And-Multiplayer/TestingMultiplayer|Testing Multiplayer]]
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   * [[/Setting_Up_Dedicated_Servers | Setting Up Dedicated Servers]]
 * [[/Actor_Replication | Actor Replication]]
 * [[UE4-Networking-And-Multiplayer/Setting_Up_Dedicated_Servers|Setting Up Dedicated Servers]]
 * [[UE4-Networking-And-Multiplayer/Actor_Replication|Actor Replication]]
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  1. 在前置关卡中自定义一个!GameMode
  1. !GameMode中设定特制的UMyPlayerController,这个特制PC的作用是用来获取特制的UMyLocalPlayer,该!LocalPlayer通过定制的AddGameLoginOption接口设定连接参数,然后发起远程连接。这个参数可以有SpectatorOnly=1
  1. --(在前置关卡中自定义一个!GameMode)--
  1. --(!GameMode中设定特制的UMyPlayerController,这个特制PC的作用是用来获取特制的UMyLocalPlayer,该!LocalPlayer通过定制的AddGameLoginOption接口设定连接参数,然后发起远程连接。这个参数可以有SpectatorOnly=1)--
  1. 无需上面这么复杂。针对OB,只需要在open server时传递SpectatorOnly=1参数即可,即open server?SpectatorOnly=1即可。

Pre-Introduction

现代多人体验须要同步海量数据在分布于世界各地的大量终端之间。

有两个选择特别重要,对提供引人入胜的用户体验来说:

  • What data you send
  • How you send it

Replication is the name for the process of synchronizing data and procedure calls between clients and servers.

Replication系统提供了一个高阶抽象,同时也附带低阶自定义的能力,来共同应对在线多人游戏中可能会碰到的所有状况。

Introduction

Getting Started

新手入门。

Fundamentals

个人经验

  • 跨关卡传递数据可以通过SaveGameObject来实现。

  • 本地只需要执行一次的代码可以考虑放在关卡蓝图里实现
  • 通用的第三人称支持方法:
    1. 设置一个前置关卡:用于读取本地参数
    2. 在前置关卡中自定义一个GameMode

    3. GameMode中设定特制的UMyPlayerController,这个特制PC的作用是用来获取特制的UMyLocalPlayer,该LocalPlayer通过定制的AddGameLoginOption接口设定连接参数,然后发起远程连接。这个参数可以有SpectatorOnly=1

    4. 无需上面这么复杂。针对OB,只需要在open server时传递SpectatorOnly=1参数即可,即open server?SpectatorOnly=1即可。


CategoryUnrealEngine

UE4-Networking-And-Multiplayer (last edited 2023-03-13 12:16:07 by zbjxb)