Multiplayer Core APIs with UE4 C#
This sample demonstrates essential concepts for building multiplayer functionalities in Unreal Engine 4 using C#. We'll cover basic replication, RPCs (Remote Procedure Calls), and state synchronization.
Understanding Replication
Replication is the process by which properties and events are synchronized between the server and clients in a multiplayer game. In UE4 C#, this is primarily managed through the `Replicated` keyword and the `RepNotify` mechanism.
Replicated Properties
Properties marked with the `[Replicated]` attribute will automatically be replicated from the server to all connected clients. Changes made on the server are automatically sent to clients.
using UnrealEngine.Runtime;
using UnrealEngine.Engine;
using UnrealEngine.Core;
public class MyReplicatedActor : AActor
{
// Property replicated from server to clients
[Replicated]
public int Health { get; set; }
// Property that triggers a notification function when replicated
[ReplicatedUsing = "OnRep_PlayerName"]
public string PlayerName { get; set; }
protected override void OnConstruction(FTransform Transform)
{
base.OnConstruction(Transform);
// Initialize replicated properties on server
if (IsServer)
{
Health = 100;
PlayerName = "Player_Default";
}
}
// RepNotify function for PlayerName
public void OnRep_PlayerName()
{
// This function is called on clients when PlayerName is replicated
UE_LOG.Info("Player name updated on client: {0}", PlayerName);
}
// Example of changing a replicated property on the server
public void Server_SetHealth(int NewHealth)
{
if (IsServer)
{
Health = NewHealth;
UE_LOG.Info("Server Health updated to: {0}", Health);
}
}
}
Remote Procedure Calls (RPCs)
RPCs allow clients to call functions on the server, or the server to call functions on clients. They are defined using specific attributes like `[ServerRpc]` and `[ClientRpc]`.
Server RPCs
Functions marked with `[ServerRpc]` can only be called by clients, and they execute on the server. This is crucial for actions that require server authority, like player input or firing a weapon.
Client RPCs
Functions marked with `[ClientRpc]` can only be called by the server, and they execute on all connected clients. Useful for events that need to be visible to everyone, like playing a sound effect or displaying a message.
using UnrealEngine.Runtime;
using UnrealEngine.Engine;
using UnrealEngine.Core;
public class MyRpcActor : AActor
{
// Server RPC: Called by a client, executes on the server
[ServerRpc]
public void RequestServerAction(string Message)
{
// This code runs on the server
UE_LOG.Info("Server received request: {0}", Message);
// Now call a client RPC from the server
NotifyAllClients("Server confirmed action!");
}
// Client RPC: Called by the server, executes on all clients
[ClientRpc]
public void NotifyAllClients(string NotificationMessage)
{
// This code runs on all clients
UE_LOG.Info("Client received notification: {0}", NotificationMessage);
PrintToScreen(NotificationMessage); // Example UI update
}
// Client-side function to trigger the RPC
public void TriggerServerRequest(string TextToSend)
{
if (!IsServer) // Ensure it's called by a client
{
RequestServerAction(TextToSend);
}
}
// Helper function to print to screen (for demonstration)
private void PrintToScreen(string Message)
{
GEngine.AddOnScreenDebugMessage(-1, 5.0f, FColor.Yellow, Message);
}
}
Server Authority and Client Prediction
In a robust multiplayer system, the server holds the ultimate authority over game state. Clients often implement prediction to provide a smoother experience, guessing the outcome of actions before the server confirms them. This sample focuses on the core replication and RPCs, but for advanced multiplayer, consider exploring client-side prediction and server reconciliation.
Key Considerations
Network Relevance: Only replicate what's necessary to clients. Unreal Engine has systems to manage this automatically based on distance and importance.
Bandwidth: Be mindful of the data being replicated. Optimize data structures and use efficient serialization.
Lag Compensation: For fast-paced games, implement techniques to compensate for network latency, especially for hit detection.
Security: Never trust client input directly for critical game logic. Always validate actions on the server.
This sample provides a foundational understanding of multiplayer programming in UE4 with C#. For more advanced topics like network-aware physics, complex game state management, and optimized replication strategies, refer to the official Unreal Engine documentation and community resources.