Welcome to the Unreal Engine Wiki!
UnrealEngineWiki is a wiki containing information on various topics about the Unreal game engine.
Note
This project is under active development.
Contents
Version Control
Multiplayer
Multiplayer Quick Reference
Links
Note
When dealing with server client multiplayer the local player index is always 0
Replication
Setting Replication to reliable should be for essential functions, not things like particle effects. Your network can get bogged down if too many things are set to be reliable
Player Controllers Exist both on the client and the server. There are 2 versions of them. One that exists on the server and the one that exists on each client. Player controllers on the client are not aware of other player controllers so we are going to do some things to help get information from other player controllers into our lobby menu.
Useful Nodes
Is server: Lets you know if you are the server or not. Useful in control flow logic.
Has Authority + Branch (Shortcut:
Switch Has Authority
): Allows you to run code depending if you are the authority (server) or remote (client).Execute Console Command: Useful for server travel and joining games
servertravel
: If you are the host take the entire server with you to a map:servertravel /JeffSandbox/Maps/Arena_0
Note
To when
servertravel
, use it within the game mode (done in tutorial). Also make sure seamless travel is set in class defaults for the game mode.Also
servertravel
should be done in standalone mode to avoid bugsopen
: Use to join a server by its ip address:open <ip_address>
If you are kicking someone, make sure that kick function is running on the owning client
If a bug is running you ragged. it may be because a reference to self is missing somewhere.
Spawning
For designated spawn points, on the player start there is a player start tag you can define. You can filter out based on tag an assign 2 different locations of where to spawn people.
UI
UI Quick Reference
Tables
Materials
Notes
Solution for future generations: Sprites must be marked as ‘Movable’ if you want to change their color. link
Multiplayer
Note
When dealing with server client multiplayer the local player index is always 0
Replication
Setting Replication to reliable should be for essential functions, not things like particle effects. Your network can get bogged down if too many things are set to be reliable
Player Controllers Exist both on the client and the server. There are 2 versions of them. One that exists on the server and the one that exists on each client. Player controllers on the client are not aware of other player controllers so we are going to do some things to help get information from other player controllers into our lobby menu.
Useful Nodes
Is server: Lets you know if you are the server or not. Useful in control flow logic.
Has Authority + Branch (Shortcut:
Switch Has Authority
): Allows you to run code depending if you are the authority (server) or remote (client).Execute Console Command: Useful for server travel and joining games
servertravel
: If you are the host take the entire server with you to a map:servertravel /JeffSandbox/Maps/Arena_0
Note
To when
servertravel
, use it within the game mode (done in tutorial). Also make sure seamless travel is set in class defaults for the game mode.Also
servertravel
should be done in standalone mode to avoid bugsopen
: Use to join a server by its ip address:open <ip_address>
If you are kicking someone, make sure that kick function is running on the owning client
If a bug is running you ragged. it may be because a reference to self is missing somewhere.
Spawning
For designated spawn points, on the player start there is a player start tag you can define. You can filter out based on tag an assign 2 different locations of where to spawn people.
UI
If your widget appears over other widgets you don’t need a canvas panel
Pawns And Controllers
Links
Default Camera
Looking at a default player controller you will see the viewport contains a camera. When a Player Controller
posesses a pawn, if no camera on that pawn exists the player controller uses the location / rotation of the pawn
as the default camera location / rotation. In the case of a Character Pawn the camera location is determined by
the pawn location and the Base Eye Height
Settings under the Camera settings in the Character details panel.
Rotating Your Character
In UE4 tutorials, it is common to see that within the Character Pawn, the XAxis input of the mouse is connected to the
Add Controller Yaw Input
Function and the YAxis input to the Add Controller Pitch Input
. When using these
functions the user will find that they can now rotate the player along the yaw direction (Scanning horizontally) and
the pitch direction (up and down). However if they take a look at the pawn itself they will find that the pawn only
rotates along the Yaw and not the Pitch. This is because by default the pawn has Use Controller Rotation Yaw
set to true and the other rotations are set to False.