How to make a callback function when a UPROPERTY is being replicated in C++

In a previous post, I was speaking about a design problem I had with replication of the hexagonal coordinates of a token. My problem was that I was using a Tick event in Blueprint to compute the target position. Doing this computation each frame was not really efficient and it was not a really good design either. UE4 provides a way to implement a callback in C++ when replication happens, but at first it wasn’t working from me because the callback was never executed on the server. Well… Turned out it was normal because the replication was only happening on the non-authorities, duh !

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Unreal Engine and network replication

The Unreal Engine features its own model of network communication. Hexode is a multiplayer game by essence and I will try to explain in this post how it has been implemented so far.

To understand the network replication model, one has to first grasp the object model of UE and the notion of authority. Comming from Unity3D, the object model of UE was completely alien to me as there is no such thing in Unity3D. In the latter, everything is a gameobject and you may attach any component (with some restrictions and dependencies between certain components) and any script. It also means that you may organize the code as you so desire and define how each object is being (or not) replicated.

This is not the philosophy of the Unreal Engine.

The Unreal Engine differentiates between Actors (Something that is part of the level like a character or a skysphere or the hexagonal board of a previous post), Pawns (Actors that can be “possessed” by a┬áController, a human or an AI), GameMode, GameState, PlayerState, etc. Read More