= 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 = * [[/Networking Overview]] * [[/Client-Server Model]] = Getting Started = 新手入门。 * [[UE4-Networking-And-Multiplayer/MultiplayerProgrammingQuickStart|Multiplayer Programming Quick Start]] * [[UE4-Networking-And-Multiplayer/TestingMultiplayer|Testing Multiplayer]] = Fundamentals = * [[UE4-Networking-And-Multiplayer/Setting_Up_Dedicated_Servers|Setting Up Dedicated Servers]] * [[UE4-Networking-And-Multiplayer/Actor_Replication|Actor Replication]] * Character Movement Component * Multiplayer in Blueprints * Performance and Bandwidth Tips = 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 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。 ---- CategoryUnrealEngine