How to use Unreal's Gameplay Framework to speed up Game Dev - UE C++ Tutorial
Автор: enigma tutorials
Загружено: 2025-07-12
Просмотров: 943
Описание:
Unreal provides you with a networked gameplay framework out of the box!
Once learned, this framework will drastically increase the speed at which you can build game ideas.
It solve many common problems you will encounter, and it is worth while to know.
This video will teach you the high level of how the various gameplay framework classes fit together.
We see here how various game modes (hold ball, flag capture, territory holding) can be built.
Specifically looking into:
Game Instance (UGameInstance)
Game Mode (AGameMode) (AGameModeBase)
Game State (AGameState) (AGameStateBase)
World (UWorld)
Player Controller (APlayerController)
Player State (APlayerState)
Local player (ULocalPlayer)
Pawn (APawn)
Character (ACharacter)
HUD (AHUD)
And some other misc things like
AIController (AAIController)
Controller (AController)
The video explores how these interact across various machines in a networked environment.
How long to expect an object lifetime to exist.
How to build things modularly (via Actor components, Subsystems, and raw UObjects)
It briefly touches on some auxillary information like session management and sever level travel.
0:00 Introduction
0:20 Demoing level transfers in networked game
1:00 Gameplay Framework Concepts Overview
1:51 Keep in mind: Lifetimes
3:25 Keep in mind: Networking across machines
5:02 Keep in mind: Modularity
5:45 ModularGameplay plugin
6:13 Game Instance explained
9:36 Local Player explained
11:47 UWorld explained
13:53 GameMode explained
17:37 GameState explained
22:09 PlayerController explained (and AI controller)
27:41 PlayerState explained
31:38 Pawn and Character explained
35:10 HUD explained
36:20 Hold Ball Example
43:21 Hosting and joining a game session
43:12 Level transfer
44:21 Classes not covered here (Spectator, GameSession, Replay)
44:59 Questionable Practice: GameModes don't tick by default
45:19 Questionable Practice: Pawn score proxy - using high net frequency to replicate score faster
46:36 Closing thoughts
documentation GameMode vs GameModeBase (and remarks about game state)
https://dev.epicgames.com/documentati...
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