Unrealmultiplayer Course

Tags:

Make Local & Online Multiplayer Games. Improve Your Coding Programming Skills. Made In Collaboration With Epic Games.

Last updated 2022-01-10 | 4.5

- Make your own local and online multiplayer games using Unreal Engine and C++ and Blueprints
- Learn fundamental multiplayer theory and concepts you can apply in your own games
- Use the Steam API to play your game against your friends online

What you'll learn

Make your own local and online multiplayer games using Unreal Engine and C++ and Blueprints
Learn fundamental multiplayer theory and concepts you can apply in your own games
Use the Steam API to play your game against your friends online
Build User Interfaces using Unreal Motion Graphics UI Designer
Create games using Local Area Networks (LANs)
Gain an understanding for how servers and computers networks connect
Understand how Unreal replicates state and why this is important for multiplayer games

* Requirements

* Knowledge of basic C++ including classes and pointers
* An understanding of fundamental Unreal concepts such as Pawns and Maps
* You should be comfortable creating Blueprints to program simple behaviors

Description

Created in collaboration with Epic Games, the course will show you how to create Epic multiplayer experiences using the world class Unreal Engine. This course hits the ground running, instantly getting you playing your own multiplayer games with other students.

As the engine underpinning many AAA games (including Fortnite), Unreal is full of tools for creating multiplayer games extremely quickly. However, knowing where to start with Unreal Engine can be intimidating

With a massive feature set and little documentation, you get stuck understanding where to begin. This course makes understanding Unreal super easy. Not only do we show you how to use the engine, but we teach you the fundamental concepts. These skills allow you to pick up new features for yourself.

This course is aimed at beginner to intermediate Unreal users with some knowledge of C++. Not too confident? Don't worry, the course will take you through everything step by step and give you plenty of practice to build up that confidence with coding.

We don't assume any knowledge about networking or multiplayer games. We will teach you about everything you need to know about networks from the basics of latency in networks to the advanced topics of state synchronisation.

This course will not teach you to make a massively multiplayer game. But it will teach you the fundamentals you need to understand how an MMO could be built.

Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with other students.

Become a multiplayer master now, you won't be disappointed!

Who this course is for:

  • Beginner to intermediate coders
  • Anyone who wants to improve their C++ ability
  • Unreal users who want to make multiplayer games

Course content

5 sections • 132 lectures

Course Promo Preview 01:58

  • Why you should take the course.
  • We overview the journey.
  • What are the prerequisites?

(Unique Video Reference: 0_PP_UEM)

Introduction to Puzzle Platforms Preview 02:03

  • Overview of the course structure.
  • What will we cover this section.
  • Let's get stuck in!

(Unique Video Reference: 0b_PP_UEM)

Connecting Two Players Preview 12:19

  • In this video (objectives)…

    1. Notes on Unreal versions

    2. Creating the base project

    3. Testing with multiple players

    4. What's under the hood

    5. Finding an Unreal .gitignore

(Unique Video Reference: 1_PP_UEM)

How to Be an Active Student Preview 13:56

  • Source control and where to get code
  • Our community site
  • Reading the slides
  • Our rich community

(Unique Video Reference: 2_PP_UEM)

Surveying the Multiplayer Space Preview 11:14

  • Overview of multiplayer game types
  • Outlining the journey
  • Sharing our ambitions

(Unique Video Reference: 3_PP_UEM)

Meet the Client-Server Model Preview 19:09

  • Client-Server vs Peer-to-Peer
  • Launching a game from the command-line.
  • Launching a dedicated server.
  • Join with clients.

(Unique Video Reference: 4_PP_UEM)

Tips For Not Spawning Preview 00:15

Detecting Where Code is Running Preview 17:57

  • Create a AStaticMeshActor subclass.
  • Adding mobility in C++.
  • Running code only on the server.

(Unique Video Reference: 5_PP_UEM)

Mid-section Quiz

Authority and Replication Preview 16:51

  • Understand Actor "Authority"
  • Enable replication of movement
  • What happens with disagreement

(Unique Video Reference: 6_PP_UEM)

Widgets For FVector Properties Preview 16:01

  • Adding 3D gizmos to a UPROPERTY.
  • Vector for A to B travel.
  • Moving our platform.

(Unique Video Reference: 7_PP_UEM)

Sending The Platform Back Preview 14:37

  • What we want to achieve.
  • Continuing past the target.
  • Swapping the start and target.

(Unique Video Reference: 8_PP_UEM)

Set Up A Simple Puzzle Preview 14:19

  • Better jump controls.
  • Layout a puzzle.

(Unique Video Reference: 9_PP_UEM)

Playing Over The Internet Preview 15:51

  • Local vs global internet.
  • Simulating LAN with Hamachi.
  • Connecting Unreal over Hamachi.
  • Getting connected with others.

(Unique Video Reference: 9b_PP_UEM)

Set Up A Platform Trigger Preview 17:08

  • Create the C++ class.
  • Add a box component.
  • Tweak the Blueprint.
  • Place it in the world.

(Unique Video Reference: 10_PP_UEM)

Mid-section Quiz

Handling Overlap Events In C++ Preview 14:04

  • Implement the handler function.
  • Register the event callback.
  • Reloading the map to call constructors.
  • Repeat for EndOverlap.

(Unique Video Reference: 11_PP_UEM)

Activating Platforms From Triggers Preview 22:45

  • The desired behaviour.
  • Creating the platform interface.
  • TArray for hooking up platforms.
  • Implementing the logic.

(Unique Video Reference: 12_PP_UEM)

When To Use A GameInstance Preview 14:21

  • What is a GameInstance?
  • Set a custom GameInstance for you project.
  • Init vs Constructor.

(Unique Video Reference: 13_PP_UEM)

Console Commands With Exec Preview 14:31

  • What is the console.
  • What classes support Exec functions.
  • Creating out own.
  • How to log to the screen from C++.
  • Dealing with arguments.

(Unique Video Reference: 14_PP_UEM)

Hosting Servers With ServerTravel Preview 15:33

  • Creating a Lobby.
  • What is travelling?
  • Hosting a server with travel.
  • Testing with and without ?listen.

(Unique Video Reference: 15_PP_UEM)

Joining Servers With ClientTravel Preview 09:18

  • ClientTravel vs ServerTravel.
  • Getting the PlayerController.
  • Implementing ClientTravel.

(Unique Video Reference: 16_PP_UEM)

Sharing Your Game On Itch.io Preview 19:25

  • Building your game.
  • Introduction to Itch.io.
  • A note on security.
  • Sharing our game.

(Unique Video Reference: 17_PP_UEM)

Puzzle Platforms Wrap-up Preview 01:21

  • Well done!
  • Get inspired to extend your project.
  • Make sure you're ready for the next section.

(Unique Video Reference: 99_PP_UEM)

End Of Section Quiz

The UE4 Network Compendium Preview 00:21

Introduction to Menu System Preview 01:00

  • Overview of the section.
  • Why we need to cover UI.

(Unique Video Reference: 0_MS_UEM)

Create a Menu Blueprint Preview 17:36

  • Importing last section's project.
  • Creating a menu Blueprint.
  • Revision of layout.
  • Create a basic menu.

(Unique Video Reference: 1_MS_UEM)

Accessing UI Classes in C++ Preview 19:56

  • Using the FClassFinder.
  • Finding BP_PlatfromTrigger.
  • Accessing UMG from C++.
  • Saving our menu class.

(Unique Video Reference: 2_MS_UEM)

Load And Display UMG In C++ Preview 10:09

  • Creating an interface.
  • CreateWidget in C++.
  • Setup a MainMenu level.

(Unique Video Reference: 3_MS_UEM)

Potential Error Messages Preview 00:06

Changing UI Input Modes Preview 12:25

  • Using SetInputMode().
  • Configuring an input mode.
  • Displaying the cursor.
  • Repeat for yourselves.

(Unique Video Reference: 4_MS_UEM)

Advanced UMG Widget Layout Preview 19:09

  • How container widgets work.
  • Canvas panel.
  • Horizontal/vertical boxes.
  • Size boxes as spacers.
  • Overlay.
  • Create a layout.

(Unique Video Reference: 5_MS_UEM)

Mid-section Quiz

Custom Buttons And Fonts Preview 13:45

  • 9-slice images for buttons.
  • Box vs border vs image.
  • Using Google fonts.
  • Scale box for backgrounds.
  • Make it pretty.

(Unique Video Reference: 6_MS_UEM)

Solution: Custom Buttons And Fonts Preview 07:34

  • We make our menu pretty.

(Unique Video Reference: 7_MS_UEM)

Connecting UMG to C++ Preview 09:05

  • Create a UUserWidget class.
  • Reparent the widget BP.
  • Add a bind widget property.
  • What do the errors mean?

(Unique Video Reference: 8_MS_UEM)

Initialisers and UButton Callbacks Preview 11:54

  • How to Initialize a UserWidget.
  • The UButton OnClick handler.
  • Add a dynamic handler.

(Unique Video Reference: 9_MS_UEM)

Interfaces To Invert Dependencies Preview 15:59

  • Intro to inverting dependencies.
  • How to make a interface in Unreal.
  • Using an interface for callbacks.
  • Injecting the dependency.

(Unique Video Reference: 10_MS_UEM)

Solution: Injecting Dependencies Preview 06:08

  • We solve last lecture's challenge.

(Unique Video Reference: 11_MS_UEM)

Mid-section Quiz

Deactivating Menus Preview 13:11

  • Refactoring our menu setup.
  • Creating a teardown stub.
  • Reversing the setup logic.

(Unique Video Reference: 12_MS_UEM)

Sub-Menus With Widget Switchers Preview 07:40

  • What are widget switchers.
  • Creating a "Join" menu.
  • Styling the menu.

(Unique Video Reference: 13_MS_UEM)

Solution: Styling Our Sub-Menu Preview 12:57

  • We finish styling out menu.

(Unique Video Reference: 14_MS_UEM)

Navigating Menus In C++ Preview 15:34

  • Binding the WidgetSwitcher.
  • Investigating the API.
  • Switching menus.
  • Implement a back button.

(Unique Video Reference: 15_MS_UEM)

Reading Text Fields From C++ Preview 18:32

  • Set startup level.
  • Bind the text field.
  • Call the Join() function.

(Unique Video Reference: 16_MS_UEM)

Challenge: Loading In-Game Menus Preview 21:21

  • Create the new widget.
  • Create the layout.
  • Load on ESC key in level.
  • Create a UMenuWidget.

(Unique Video Reference: 17_MS_UEM)

Challenge: Leaving A Server Preview 15:39

  • The challenge spec.
  • Hook up the cancel button.
  • Hook up the quit button.

(Unique Video Reference: 18_MS_UEM)

Quitting A Game From C++ Preview 13:12

  • How to quit from the console.
  • Running console commands from C++.
  • Quitting from a button press.

(Unique Video Reference: 19_MS_UEM)

End Of Section Quiz

Menu System Wrap-up Preview 01:01

  • How to polish your menu system.
  • Share it with other students.

(Unique Video Reference: 99_MS_UEM)

Introduction to Steam Multiplayer Preview 01:04

  • We overview the section topic.

(Unique Video Reference: 0_SM_UEM)

Getting The Steamworks SDK Preview 09:02

  • Introducing Steamworks.
  • Downloading the Steamworks SDK.
  • Steamworks and the Online Sub-System.

(Unique Video Reference: 1_SM_UEM)

Errors Building SpaceWar Preview 00:35

Building SpaceWar In Visual Studio Preview 16:06

  • Introducing the Steamworks example project.
  • Updating the project.
  • Downloading & installing DirectX SDK.
  • Fixing the build errors.

(Unique Video Reference: 2_SM_UEM)

Building SpaceWar In Xcode Preview 08:52

  • Introducing the Steamworks example project.
  • Applying recommended settings.
  • Running with Steam.

(Unique Video Reference: 3_SM_UEM)

Testing Steam Lobbies Preview 09:15

  • Finding a testing partner.
  • Testing servers.
  • Testing lobbies.

(Unique Video Reference: 4_SM_UEM)

The Online Sub-System Preview 16:16

  • Importing PuzzlePlatforms.
  • Capabilities of Online Sub-Systems.
  • Including the OSS module.
  • Getting a pointer to the sub-system.

(Unique Video Reference: 5_SM_UEM)

NULL Sub-System For Testing Preview 09:49

  • Role of the NULL sub-system.
  • Configuring the NULL service.
  • Printing the current service name.

(Unique Video Reference: 6_SM_UEM)

Memory Management In C++ Preview 13:32

  • Stack vs Heap.
  • Manual memory management.
  • Reference counting with TSharedPtr.
  • Garbage Collection of UObjects.

(Unique Video Reference: 7_SM_UEM)

Mid-section Quiz

Creating Online Sessions Preview 16:56

  • Creating a session.
  • Asynchronous operations and delegates.
  • Creating a session on host.

(Unique Video Reference: 8_SM_UEM)

Destroying Online Sessions Preview 11:44

  • Asynchronous destruction.
  • Checking if a session exists.
  • Destroy the session if we need to.

(Unique Video Reference: 9_SM_UEM)

Finding Online Sessions Preview 12:08

  • FindSessions and TShareRef.
  • Handling OnFindSessionsCompleteDelegates.

(Unique Video Reference: 10_SM_UEM)

Query Parameters & Session Settings Preview 12:11

  • Configuring Session Settings.
  • Adding query parameters.
  • Iterating over a TArray

(Unique Video Reference: 11_SM_UEM)

Lists Of Widgets With ScrollBox Preview 20:16

  • Introduction to the ScrollBox.
  • Creating a row widget.
  • Add rows in C++.

(Unique Video Reference: 12_SM_UEM)

Populating The Server List Preview 20:15

  • Expose the text property.
  • Setting a server list from GameInstance.
  • Clearing the previous list.
  • Requesting a refresh.

(Unique Video Reference: 13_SM_UEM)

Mid-section Quiz

Selecting A Server Preview 18:43

  • Using TOptional values.
  • Setup the UServerRow.
  • Adding a UButton.
  • Set the selected index.

(Unique Video Reference: 14_SM_UEM)

Joining A Session Preview 15:38

  • Passing the index to GameInstance.
  • How to JoinSession.
  • Handling OnJoinSessionComplete.
  • Getting the platform connect string.

(Unique Video Reference: 15_SM_UEM)

Enabling The Steam OSS Preview 13:28

  • Enabling the steam plugin.
  • Compiling with the steam module.
  • Configuring the DefaultEngine.ini.
  • Reading the verbose logs.

(Unique Video Reference: 16_SM_UEM)

Enabling Steam In Packaged Builds Preview 00:31

"Presence" For Steam Lobbies Preview 15:17

  • Enabling presence for the server.
  • Enabling presence for search.
  • Debugging our connection.

(Unique Video Reference: 17_SM_UEM)

Mid-section Quiz

Row Selection In Lists Preview 18:40

  • Update text colour on hover.
  • Update all rows when Selected.
  • Select colors for Hovered and Selected.

(Unique Video Reference: 18_SM_UEM)

Displaying Search Result Properties Preview 21:05

  • Disabling Steam for testing.
  • Creating a struct.
  • Populating the struct.
  • Updating the UI.

(Unique Video Reference: 19_SM_UEM)

Debugging The Search Results Preview 11:08

  • Disabling Steam fully.
  • Getting the available connections.
  • Padding the text properly.

(Unique Video Reference: 20_SM_UEM)

Custom Session Settings Preview 19:06

  • How to set custom settings.
  • How to retrieve custom settings.
  • Setting the server name.

(Unique Video Reference: 21_SM_UEM)

Continued: Custom Session Settings Preview 13:42

  • We finish the challenge solution.
  • We make our menu pretty again.

(Unique Video Reference: 22_SM_UEM)

Mid-section Quiz

GameMode And Multiplayer Preview 18:07

  • Joining into the lobby.
  • Creating a GameMode override.
  • Handling PostLogin.
  • Handle Logout and count players.

(Unique Video Reference: 23_SM_UEM)

Enabling Seamless Travel Preview 15:19

  • Ensuring we call Super.
  • Traveling to the game.
  • What is non-seamless travel?
  • Enabling seamless travel.
  • The transition map.

(Unique Video Reference: 24_SM_UEM)

Debugging Engine Code Preview 19:43

  • Installing editor symbols.
  • Finding the NULL subsystem code.
  • What code should be called?
  • Attaching and debugging.
  • Fixing the NULL subsystem bug.

(Unique Video Reference: 25_SM_UEM)

Bugs In Steam OSS Preview 00:18

Starting A Session Preview 20:45

  • Update maximum number of players.
  • Adding a session start timeout.
  • Starting the session.

(Unique Video Reference: 26_SM_UEM)

Handling Network Errors Preview 07:37

In this video (objectives)…

  1. Sam shows us how to handle the server disconnecting from the client gracefully.

End Of Section Quiz

Steam Multiplayer Wrap-up Preview 01:17

  • We review the topics covered this section.

(Unique Video Reference: 99_SM_UEM)

Introduction to Krazy Karts Preview 01:17

  • We overview the sections topics.

(Unique Video Reference: 0_KK_UEM)

Creating A Go-Kart Pawn Preview 17:36

  • Create the project.
  • Create a pawn.
  • Setup GameMode Spawning.
  • Setup Camera.
  • Attach throttle controls.

(Unique Video Reference: 1_KK_UEM)

Understanding Forces And Movement Preview 12:50

  • Revision of forces in physics.
  • Calculating movement from force.
  • Providing the driving force.

(Unique Video Reference: 2_KK_UEM)

Blocking Movement Without Physics Preview 15:03

  • Setting up collision volumes.
  • Sweeping with AddActorWorldOffset.
  • Resetting velocity on collision.
  • Refactoring the Tick function.

(Unique Video Reference: 3_KK_UEM)

Rotations With Quaternions Preview 14:48

  • Angle axis rotations with FQuat.
  • Adding rotations actors.
  • Rotating our velocity.

(Unique Video Reference: 4_KK_UEM)

Simulating Air Resistance Preview 14:39

  • Understanding air resistance.
  • Getting the "speed".
  • Calculating force due to air resistance.

(Unique Video Reference: 5_KK_UEM)

Mid-section Quiz

Simulating Rolling Resistance Preview 11:55

  • What is rolling resistance?
  • Finding the gravity in Unreal.
  • Implementing rolling resistance.
  • Example rolling resistance coeffients.

(Unique Video Reference: 6_KK_UEM)

Steering And Turning Circles Preview 15:23

  • Why we get turning circles.
  • Calculating our rotation geometry.
  • Correcting steering behaviour.

(Unique Video Reference: 7_KK_UEM)

Server Functions & Cheat Protection Preview 17:35

  • How to change state from the client.
  • Introduction to RPC server functions.
  • What is validation?
  • Implementing validation for input.

(Unique Video Reference: 8_KK_UEM)

AutonomousProxy vs SimulatedProxy Preview 18:18

  • What are Actor roles?
  • Investigating the network roles.
  • Updating the AutonomousProxy.

(Unique Video Reference: 9_KK_UEM)

Sources Of Simulation Error Preview 11:58

  • How simulation error effect our game.
  • Overview the different sources of error.
  • Investigate approaches to eliminating them.

(Unique Video Reference: 10_KK_UEM)

Mid-section Quiz

Replicating Variables From The Server Preview 17:07

  • In this video (objectives)…

    1. Overview of property replication.

    2. Replicating the actor position.

    3. Setting and reading the property.

    4. Replicating the actor rotation.

(Unique Video Reference: 11_KK_UEM)

Triggering Code On Replication Preview 12:04

  • Deep dive on property replication.
  • Setting the network update interval.
  • Notify on replicate.
  • Simulate between updates.

(Unique Video Reference: 12_KK_UEM)

Smooth Simulated Proxies Preview 08:36

  • Replicating velocity.
  • Why is movement jerky?
  • Replicating control input to SimulatedProxy.

(Unique Video Reference: 13_KK_UEM)

Simulating Lag And Packet Loss Preview 18:35

  • In this video (objectives)…

    1. What is lag?

    2. Simulating lag and packet loss.

    3. Why does lag cause glitching?

(Unique Video Reference: 14_KK_UEM)

Replay Autonomous Moves Preview 10:43

  • Why do we reset when accelerating?
  • Keeping AutonomousProxy ahead of the Server.
  • What information needs to be sent to the server.
  • Compare our different simulation approaches.

(Unique Video Reference: 15_KK_UEM)

Mid-section Quiz

Planning Client-Side Prediction Preview 16:21

  • Pseudocode for client prediction.
  • Adding structs for synchronisation.

(Unique Video Reference: 16_KK_UEM)

Replicating Structs Preview 19:16

  • What do we have already?
  • Replicating state via a struct.
  • Sending the Move struct via RPC.

(Unique Video Reference: 17_KK_UEM)

Simulating A Move Preview 11:26

  • The SimulateMove signature.
  • Updating the canonical state.
  • Implement SimulateMove.

(Unique Video Reference: 18_KK_UEM)

Unacknowledged Move Queue Preview 15:37

  • TArray for the Move queue.
  • Tidying the move creation code.
  • Printing the queue length.
  • Removing acknowledged moves.

(Unique Video Reference: 19_KK_UEM)

Server Time vs Local Time Preview 00:12

Simulating Unacknowledged Moves Preview 09:59

  • Simulate all moves.
  • Testing for smoothness.
  • How can we still make it glitch?

(Unique Video Reference: 20_KK_UEM)

Fixing SimulatedProxy Prediction Preview 13:13

  • Ensuring the Server simulates once.
  • Local prediction on the client.
  • Making smoother predictions.

(Unique Video Reference: 21_KK_UEM)

Mid-section Quiz

Refactoring Into Components Preview 12:23

  • Red-Green-Refactor process.
  • How to spot your "code smells".
  • Identifying a suitable refactor.
  • Planning our refactor.

(Unique Video Reference: 22_KK_UEM)

Extracting A Movement Component Preview 19:00

  • Create and name the component.
  • Move member declarations across.
  • Move function implementations.
  • Fix build errors.

(Unique Video Reference: 23_KK_UEM)

Extracting A Replication Component Preview 19:21

  • Creating the component.
  • Enable replication.
  • Move member declarations across.
  • Move function implementations.
  • Fix build errors.

(Unique Video Reference: 24_KK_UEM)

Decoupling Movement & Replication Preview 17:46

  • What happens if we disable the replicator?
  • Allow the Movement Component to tick.
  • Getting the information to replicate.

(Unique Video Reference: 25_KK_UEM)

Mid-section Quiz

Linear Interpolation For Position Preview 12:29

  • How does linear interpolation work?
  • Overview of client interpolation.
  • Pseudocode for client interpolation.

(Unique Video Reference: 26_KK_UEM)

FMath::Lerp For Client Interpolation Preview 21:49

  • Ensure movement replication is off.
  • Updating the time variables.
  • FMath::Lerp vs FMath::LerpStable.
  • Implementing the pseudocode.

(Unique Video Reference: 27_KK_UEM)

FQuat::Slerp For Rotation Preview 11:33

  • Slerp vs Lerp.
  • Store tranform instead of location.
  • Implementing Slerped location.

(Unique Video Reference: 28_KK_UEM)

Hermite Cubic Spline Interpolation Preview 07:54

  • Understanding jarring movement.
  • How velocity can help or hinder.
  • A brief overview of polynomials.
  • Introducing the Hermite Cubic Spline.

(Unique Video Reference: 29_KK_UEM)

FMath::CubicInterp For Velocity Preview 17:09

  • Slopes, derivatives and velocity.
  • Using CubicInterp for location.
  • Using CubicInterpDerivative for velocity.

(Unique Video Reference: 30_KK_UEM)

Mid-section Quiz

Refactoring With Structs Preview 19:40

  • Assessing the existing code.
  • Creating a plain C++ struct.
  • Pulling out methods.

(Unique Video Reference: 31_KK_UEM)

Client Interpolation Mesh Offset Preview 16:26

  • Understanding mesh offseting.
  • Set up the mesh offset root component.
  • Manipulating the offset instead.

(Unique Video Reference: 32_KK_UEM)

Advanced Cheat Protection Preview 16:22

  • Bounding the inputs.
  • Stressing our DeltaTime.
  • Tracking simulation time.

(Unique Video Reference: 33_KK_UEM)

Mid-section Quiz

End Of Course Wrap-up Preview 02:21

  • Congratulations on making it this far!
  • Why we don't cover dedicated server.
  • How to continue practicing your skills

(Unique Video Reference: 99_KK_UEM)