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.

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.

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); } } }

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]`.

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.

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); } }

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.

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.