Distributed Programming  
Lecture 04 - Unreal Engine and Network  
Communication  
Edirlei Soares de Lima  
<edirlei.lima@universidadeeuropeia.pt>  
Editor Unity vs. Unreal  
Recommended reading: Unreal Engine 4 For Unity Developers  
https://docs.unrealengine.com/en-us/GettingStarted/FromUnity  
Glossary Unity vs. Unreal  
Category  
Unity  
Component  
GameObject  
Prefab  
Hierarchy Panel  
Inspector  
Project Browser  
Scene View  
Mesh  
Skinned Mesh  
Shader  
Unreal Engine  
Component  
Actor, Pawn  
Blueprint Class  
World Outliner  
Details Panel  
Content Browser  
Viewport  
Gameplay Types  
Editor UI  
Static Mesh  
Skeletal Mesh  
Material  
Meshes  
Materials  
Material  
Material Instance  
Glossary Unity vs. Unreal  
Category  
Effects  
Game UI  
Unity  
Particle Effect  
UI  
Unreal Engine  
Effect, Particle, Cascade  
UMG  
Skeletal Animation  
System  
Animation  
Animation  
2
D
Sprite Editor  
C#  
Script  
Raycast  
Rigid Body  
Paper2D  
C++  
Blueprint  
Line Trace, Shape Trace  
Collision, Physics  
Programming  
Physics  
Unreal Engine Main Classes  
Unreal Engine Main Classes  
UObject  
AActor  
UActorComponent  
AGameModeBase  
AController  
ALight  
APawn  
USceneComponent  
AAIController APlayerController  
ADirectionalLight  
ACharacter  
UCameraComponent  
Multiplayer in Unreal Engine  
The Unreal Engine is built with multiplayer gaming in mind.  
Is very easy to extend a single player experience to multiplayer.  
Even single-player games, use the networking architecture.  
The engine is based on a client-server model.  
The server is authoritative and makes sure all connected clients are  
continually updated.  
Actors are the main element that the server uses to keep  
clients up to date.  
The server sends information about the actors to clients;  
Clients have an approximation of each actor and the server maintains  
the authoritative version.  
Multiplayer in Unreal Engine  
The server is in charge of driving the flow of gameplay.  
It handles network connections,  
notifies clients when gameplay  
starts and ends, when is time to  
travel to a new map, along with  
actor replication updates.  
Only the server contains a valid  
copy of the GameMode actor.  
Clients contain only an approximate  
copy of the actors, and can use it as  
a reference to know the general  
state of the game.  
Multiplayer in Unreal Engine  
Network Modes:  
Standalone: the server runs on a local machine and not accept clients  
from remote machines. Is used for single-player games.  
Dedicated Server: the server has no local players and can run more  
efficiently by discarding sound, graphics, user input, and other player-  
oriented features. Is used for multiplayer games hosted on a trusted  
and reliable server where high-performing are needed.  
ListenServer: is a server that hosts a local player, but is open to  
connections from remote players as well. Is good for games where users  
can set up and play their own games without a third-party server.  
Client: the machine is a client that can connect to a dedicated or listen  
server, and therefore will not run server-side logic.  
Multiplayer in Unreal Engine  
The core element of the networking process in Unreal Engine  
is Actor Replication.  
The server maintains a list of actors and updates the client periodically  
so that the client can have a close approximation of each actor (that is  
marked to be replicated).  
Actors are updated in two main ways:  
Property updates;  
RPCs (Remote Procedure Calls).  
Properties are replicated automatically (any time they change)  
and RPCs are only replicated when executed.  
Property Replication  
Example of property to be replicated: actor's health.  
Each actor maintains a list of properties that can be marked  
for replication to clients.  
Whenever the value of the variable changes on the server side, the  
server sends the client the updated value.  
Property updates only come from the server (i.e.: the client will never  
send property updates to the server).  
Some properties replicate by default (e.g.: Location, Rotation, etc.).  
Actor property replication is reliable.  
Property Replication  
Replicate a property:  
1
. Set the replicated keyword:  
UPROPERTY(replicated)  
float health;  
2
. Implement the GetLifetimeReplicatedProps function:  
void MyClass::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&  
OutLifetimeProps) const{  
Super::GetLifetimeReplicatedProps(OutLifetimeProps);  
DOREPLIFETIME(MyClass, health);  
Default replication rule:  
}
replicates to all clients  
3
. Enable replication in the constructor method:  
SetReplicates(true);  
Remote Procedure Calls (RPCs)  
Example of RPC: a function to spawn an explosion to each  
client at a certain location.  
RPCs are functions that are called locally, but executed  
remotely on another machine.  
Primary use: to do unreliable gameplay events that are temporary or  
cosmetic in nature.  
E.g.: play sounds, spawn particles, or do other temporary effects that  
are not crucial to the Actor functioning.  
By default, RPCs are unreliable. To be reliable, an especial  
keyword (Reliable) must be used in the definition of the RPC.  
Remote Procedure Calls (RPCs)  
Defining an RPC:  
To declare a function as an RPC that will be called on the server, but  
executed on the client:  
UFUNCTION(Client)  
void ClientRPCFunction();  
To declare a function as an RPC that will be called on the client, but  
executed on the server:  
UFUNCTION(Server)  
void ServerRPCFunction();  
To declare a function as an RPC that will be called from the server, and  
then executed on the server and on all connected clients:  
UFUNCTION(NetMulticast)  
void MulticastRPCFunction();  
RPC Validation  
The validation function for an RPC allows the detection of bad  
parameters or cheating:  
It can notify the system to disconnect the client who initiated the call.  
Example:  
UFUNCTION(Server, WithValidation)  
void SomeRPCFunction(int32 AddHealth);  
bool SomeRPCFunction_Validate(int32 AddHealth){  
if (AddHealth > MAX_ADD_HEALTH){  
return false;  
}
return true;  
}
void SomeRPCFunction_Implementation(int32 AddHealth){  
Health += AddHealth;  
}
Prototype Game  
Concept: a cooperative multiplayer game where players must  
collect all coins and then go to a specific location to complete  
the level.  
Gameplay elements:  
Player character (walk, jump, crouch);  
Collectible coins: after collecting all coins,  
the player must go the “level complete” area  
to finish the level.  
Enemies (zombies): patrol the level and  
attack the player. If the enemy touches the  
player, is game over;  
GUI messages: number of remaining coins,  
game over, and level completed messages;  
Multiplayer Game  
Create a new C++ empty project:  
Multiplayer Game  
Create a new character class:  
Multiplayer Game  
Implement the character movement:  
protected:  
void MoveForward(float value);  
void MoveRight(float value);  
MyCharacter.h  
void AMyCharacter::MoveForward(float value){  
AddMovementInput(GetActorForwardVector(), value);  
MyCharacter.cpp  
}
void AMyCharacter::MoveRight(float value){  
AddMovementInput(GetActorRightVector(), value);  
}
void AMyCharacter::SetupPlayerInputComponent(UInputComponent*  
PlayerInputComponent){  
Super::SetupPlayerInputComponent(PlayerInputComponent);  
PlayerInputComponent->BindAxis("MoveForward", this,  
&
AMyCharacter::MoveForward);  
PlayerInputComponent->BindAxis("MoveRight", this,  
AMyCharacter::MoveRight);  
&
}
Multiplayer Game  
Setup the axis keys in the project settings:  
Multiplayer Game  
Create a blueprint for the character class and test the player  
movement in the level:  
Multiplayer Game  
Implement the camera movement and setup the axis keys:  
MyCharacter.cpp  
void AMyCharacter::SetupPlayerInputComponent(UInputComponent*  
PlayerInputComponent){  
.
..  
PlayerInputComponent->BindAxis("LookUp", this,  
&AMyCharacter::AddControllerPitchInput);  
PlayerInputComponent->BindAxis("Turn", this,  
&AMyCharacter::AddControllerYawInput);  
}
Multiplayer Game  
Create a 3rd person camera and a spring arm components in  
the character class:  
MyCharacter.h  
protected:  
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")  
class UCameraComponent * CameraComponent;  
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")  
class USpringArmComponent * SpringArmComponent;  
AMyCharacter::AMyCharacter(){  
PrimaryActorTick.bCanEverTick = true;  
MyCharacter.cpp  
SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>  
"SpringArm Component");  
(
SpringArmComponent->bUsePawnControlRotation = true;  
SpringArmComponent->SetupAttachment(RootComponent);  
CameraComponent = CreateDefaultSubobject<UCameraComponent>  
(
"Camera Component");  
CameraComponent->SetupAttachment(SpringArmComponent);  
}
Multiplayer Game  
Download and import the Animation Starter Pack:  
https://www.unrealengine.com/marketplace/animation-starter-pack  
Multiplayer Game  
Add and setup the model mesh in the character blueprint:  
Multiplayer Game  
Clear the animation blueprint (UE4ASP_HeroTPP_AnimBlueprint)  
and setup the animation in the character blueprint.  
Multiplayer Game  
Implement the crouch action:  
protected:  
...  
MyCharacter.h  
void BeginCrouch();  
void EndCrouch();  
void AMyCharacter::BeginCrouch(){  
Crouch();  
}
MyCharacter.cpp  
void AMyCharacter::EndCrouch(){  
UnCrouch();  
}
AMyCharacter::AMyCharacter(){  
.
..  
GetMovementComponent()->GetNavAgentPropertiesRef().bCanCrouch = true;  
}
Multiplayer Game  
Implement the crouch action:  
MyCharacter.cpp  
void AMyCharacter::SetupPlayerInputComponent(UInputComponent*  
PlayerInputComponent){  
.
..  
PlayerInputComponent->BindAction("Crouch", IE_Pressed, this,  
AMyCharacter::BeginCrouch);  
PlayerInputComponent->BindAction("Crouch", IE_Released, this,  
AMyCharacter::EndCrouch);  
&
&
}
Multiplayer Game  
Set the crouch variable in the animation blueprint:  
Multiplayer Game  
Implement the jump action:  
MyCharacter.cpp  
void AMyCharacter::SetupPlayerInputComponent(UInputComponent*  
PlayerInputComponent){  
.
..  
PlayerInputComponent->BindAction("Jump", IE_Pressed, this,  
&AMyCharacter::Jump);  
}
Multiplayer Game  
Implement the jump action:  
Multiplayer Game  
Setup the game to be played in multiplayer:  
1
2
3
4
. Delete the character from the map and add two  
or more “Player Start” actors to the map.  
. Create a new Game Mode blueprint and set our  
character blueprint as default pawn class.  
. Set the new Game Mode as the Game Mode for  
the map in the World Settings.  
. Disable the auto possess option in the character  
blueprint.  
Collectible Coin  
Low poly coin model:  
http://www.inf.puc-rio.br/~elima/dp/coin.fbx  
Importing the FBX model: drag and drop  
Import Uniform Scale = 100.0  
Collectible Coin  
Create a new C++ class: CollectibleCoin  
CollectibleCoin.h  
#pragma once  
#
#
#
include "CoreMinimal.h"  
include "GameFramework/Actor.h"  
include "CollectibleCoin.generated.h"  
UCLASS()  
class MYFIRSTGAME_API ACollectibleCoin : public AActor  
{
GENERATED_BODY()  
public:  
// Sets default values for this actor's properties  
ACollectibleCoin();  
protected:  
/ Called when the game starts or when spawned  
virtual void BeginPlay() override;  
/
public:  
// Called every frame  
virtual void Tick(float DeltaTime) override;  
}
;
CollectibleCoin.cpp  
#include "CollectibleCoin.h"  
// Sets default values  
ACollectibleCoin::ACollectibleCoin()  
{
// Set this actor to call Tick() every frame.  
PrimaryActorTick.bCanEverTick = true;  
}
/
/ Called when the game starts or when spawned  
void ACollectibleCoin::BeginPlay()  
{
Super::BeginPlay();  
}
// Called every frame  
void ACollectibleCoin::Tick(float DeltaTime)  
{
Super::Tick(DeltaTime);  
}
Collectible Coin  
Next step: define the structure of the collectible coin:  
CollectibleCoin.h  
.
..  
protected:  
UPROPERTY(VisibleAnywhere, Category = "Components")  
UStaticMeshComponent* MeshComponent;  
UPROPERTY(VisibleAnywhere, Category = "Components")  
USphereComponent* SphereComponent;  
virtual void BeginPlay() override;  
.
..  
Collectible Coin  
Next step: define the structure of the collectible coin:  
.
..  
CollectibleCoin.cpp  
ACollectibleCoin::ACollectibleCoin()  
{
PrimaryActorTick.bCanEverTick = true;  
MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>  
(
"Mesh Component");  
MeshComponent->SetupAttachment(RootComponent);  
SphereComponent = CreateDefaultSubobject<USphereComponent>  
("Sphere Component");  
SphereComponent->SetupAttachment(MeshComponent);  
SetReplicates(true);  
}
.
..  
Collectible Coin  
Next step: create a Blueprint Class for the collectible coin:  
Collectible Coin  
In the Blueprint editor, select the mesh of the coin:  
Then, compile the blueprint and place it in the level.  
Collectible Coin  
Rotating the coin in the game:  
.
..  
CollectibleCoin.h  
public:  
UPROPERTY(EditAnywhere, Category = "Gameplay")  
float RotationSpeed;  
.
.
..  
..  
CollectibleCoin.cpp  
void ACollectibleCoin::Tick(float DeltaTime)  
{
Super::Tick(DeltaTime);  
AddActorLocalRotation(FRotator(RotationSpeed * DeltaTime, 0, 0));  
}
.
..  
Collectible Coin  
Destroying the coin when the player collides:  
.
..  
CollectibleCoin.h  
public:  
virtual void NotifyActorBeginOverlap(AActor* OtherActor) override;  
.
.
..  
..  
CollectibleCoin.cpp  
void ACollectibleCoin::NotifyActorBeginOverlap(AActor* OtherActor)  
{
Super::NotifyActorBeginOverlap(OtherActor);  
if (HasAuthority()){  
if (dynamic_cast<AMyCharacter*>(OtherActor) != nullptr) {  
Destroy();  
}
}
}
.
..  
Collectible Coin  
Setup the collision properties in the blueprint:  
MeshComponent:  
SphereComponent:  
UProperty Specifiers  
Property Tag  
Effect  
Indicates that this property is visible in all  
property windows, but cannot be edited.  
VisibleAnywhere  
EditAnywhere  
Indicates that this property can be edited  
by property windows, on archetypes and  
instances.  
Indicates that this property can be edited  
by property windows, but only on  
archetypes.  
EditDefaultsOnly  
This property can be read by Blueprints,  
but not modified.  
BlueprintReadOnly  
BlueprintReadWrite  
This property can be read or written from  
a Blueprint.  
Indicates that this property can be edited  
by property windows, but only on  
instances, not on archetypes.  
EditInstanceOnly  
UFunction Specifiers  
Function Specifier  
Effect  
The function can be executed in a  
Blueprint or Level Blueprint graph.  
BlueprintCallable  
The function can be implemented in a  
Blueprint or Level Blueprint graph.  
BlueprintImplementableEvent  
The function is designed to be overridden  
by a Blueprint, but also has a default  
native implementation.  
BlueprintNativeEvent  
CallInEditor  
The function can be called in the Editor on  
selected instances via a button in the  
Details Panel.  
The function is an RPC (Remote Procedure  
Call) service request.  
ServiceRequest  
ServiceResponse  
This function is an RPC service response.  
Collectible Coin  
Spawning a particle system when the player collects the coin:  
.
..  
CollectibleCoin.h  
protected:  
...  
UPROPERTY(EditDefaultsOnly, Category = "Effects")  
UParticleSystem* CollectEffects;  
UFUNCTION(NetMulticast, Reliable)  
void PlayEffects();  
.
..  
Collectible Coin  
Spawning a particle system when the player collects the coin:  
#
.
include "Kismet/GameplayStatics.h"  
..  
CollectibleCoin.cpp  
void ACollectibleCoin::NotifyActorBeginOverlap(AActor* OtherActor){  
Super::NotifyActorBeginOverlap(OtherActor);  
if (HasAuthority()){  
if (dynamic_cast<AMyCharacter*>(OtherActor) != nullptr){  
PlayEffects();  
Destroy();  
}
}
}
void ACollectibleCoin::PlayCollectEffects_Implementation(){  
UGameplayStatics::SpawnEmitterAtLocation(this, CollectEffects,  
GetActorLocation());  
}
Collectible Coin  
Counting the number of coins remaining in the level:  
Create new C++ Game State class:  
Collectible Coin  
Counting the number of coins remaining in the level:  
public:  
AMyGameStateBase();  
MyGameStateBase.h  
void UpdateTotalCoinsInLevel();  
UPROPERTY(replicated, BlueprintReadOnly)  
int TotalLevelCoins;  
AMyGameStateBase::AMyGameStateBase()  
{
MyGameStateBase.cpp  
UpdateTotalCoinsInLevel();  
}
void AMyGameStateBase::GetLifetimeReplicatedProps(  
TArray<FLifetimeProperty>& OutLifetimeProps) const {  
Super::GetLifetimeReplicatedProps(OutLifetimeProps);  
DOREPLIFETIME(AMyGameStateBase, TotalLevelCoins);  
}
Collectible Coin  
Counting the number of coins remaining in the level:  
void AMyGameStateBase::UpdateTotalCoinsInLevel(){  
TArray<AActor*> FoundCoins;  
MyGameStateBase.cpp  
UGameplayStatics::GetAllActorsOfClass(GetWorld(),  
ACollectibleCoin::StaticClass(), FoundCoins);  
TotalLevelCoins = FoundCoins.Num();  
}
void ACollectibleCoin::NotifyActorBeginOverlap(AActor * OtherActor)  
{
.
..  
AMyGameStateBase *gamestate = dynamic_cast<AMyGameStateBase*>(  
GetWorld()->GetGameState());  
if (gamestate != nullptr){  
gamestate->UpdateTotalCoinsInLevel();  
}
.
..  
}
Collectible Coin  
Displaying the information in the game UI with a Widget  
Blueprint:  
1
. First, show number of coins remaining in the level;  
2
. After collecting all coins in the level, show the message “All coins  
collected!!!”.  
Step 1: create a Widget Blueprint  
Collectible Coin  
Step 2: instantiate the Widget Blueprint in the BeginPlay  
event of the MyCharacter blueprint.  
Collectible Coin  
Step 3: bind the text value and create the Widget Blueprint  
logic.  
Level Complete  
Level complete area: alter collecting all coins, the player  
can go to this area to complete the level.  
LevelCompleteArea.h  
UCLASS()  
class MYFIRSTGAME_API ALevelCompleteArea : public AActor  
{
.
..  
protected:  
UPROPERTY(VisibleAnywhere, Category = "Components")  
class UBoxComponent* BoxComponent;  
virtual void NotifyActorBeginOverlap(AActor* OtherActor) override;  
}
;
Level Complete  
Level complete area: alter collecting all coins, the player  
can go to this area to complete the level.  
LevelCompleteArea.cpp  
ALevelCompleteArea::ALevelCompleteArea()  
{
BoxComponent = CreateDefaultSubobject<UBoxComponent>("BoxComponent");  
BoxComponent->SetBoxExtent(FVector(200.0f, 200.0f, 200.0f));  
BoxComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);  
BoxComponent->SetCollisionResponseToAllChannels(ECR_Ignore);  
BoxComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);  
BoxComponent->SetupAttachment(RootComponent);  
BoxComponent->OnComponentBeginOverlap.AddDynamic(this,  
&ALevelCompleteArea::HandleBeginOverlap);  
}
Level Complete  
Level complete area: alter collecting all coins, the player  
can go to this area to complete the level.  
LevelCompleteArea.cpp  
void ALevelCompleteArea::NotifyActorBeginOverlap(AActor* OtherActor){  
Super::NotifyActorBeginOverlap(OtherActor);  
if (HasAuthority()){  
AMyCharacter *character = dynamic_cast<AMyCharacter*>(OtherActor);  
if (character != nullptr){  
AMyGameStateBase *gamestate = dynamic_cast<AMyGameStateBase*>(  
GetWorld()->GetGameState());  
if (gamestate != nullptr){  
if (gamestate->TotalLevelCoins == 0){  
gamestate->MulticastOnLevelComplete(character, true);  
}
}
}
}
}
Level Complete  
Level complete area: alter collecting all coins, the player  
can go to this area to complete the level.  
public:  
...  
MyGameStateBase.h  
UFUNCTION(NetMulticast, Reliable)  
void MulticastOnLevelComplete(APawn* character, bool succeeded);  
UFUNCTION(BlueprintImplementableEvent, Category = "Gameplay Events")  
void OnLevelCompleted(APawn* charact, bool succeeded);  
MyGameStateBase.cpp  
void AMyGameStateBase::MulticastOnLevelComplete_Implementation(  
APawn* character, bool succeeded){  
OnLevelCompleted(character, succeeded);  
}
Level Complete  
Level complete area: alter collecting all coins, the player  
can go to this area to complete the level.  
1
. Create a Widget Blueprint with a “Level Completed!” message;  
Level Complete  
Level complete area: alter collecting all coins, the player  
can go to this area to complete the level.  
2
. In the Widget, create a new boolean variable to represent succeeded value  
and a blueprint to bind the correct message based on variable value;  
Level Complete  
Level complete area: alter collecting all coins, the player can go  
to this area to complete the level.  
2
. Implement the OnLevelCompleted event in the blueprint of the game state:  
Level Complete  
Level complete area: if the player goes to the level complete  
area without collecting all coins, a sound notification is played.  
protected:  
...  
LevelCompleteArea.h  
UPROPERTY(EditDefaultsOnly, Category = "Sounds")  
USoundBase* LevelNotCompletedSound;  
void ALevelCompleteArea::NotifyActorBeginOverlap(AActor* OtherActor)  
{
.
..  
if (gamestate->TotalLevelCoins == 0){  
gamestate->MulticastOnLevelComplete(character, true);  
}
else{  
UGameplayStatics::PlaySound2D(this, LevelNotCompletedSound);  
}
.
..  
}
Enemies  
Next step: create an enemy with AI that walks between  
waypoints. When the enemy sees the player, he follows and  
attacks the player.  
Create new C++ class for the enemy: base class Character  
Download and import the enemy model:  
http://www.inf.puc-rio.br/~elima/dp/zombie.zip  
Enemies  
Next step: create an enemy with AI.  
Create and setup a blueprint for the new C++ enemy class:  
Enemies  
Next step: create an enemy with AI.  
Add a Nav Mesh Bounds Volume and resize it so that it fits all of the  
walkable space in the level (press P to show the Nav Mesh):  
Enemies  
Next step: create an enemy with AI.  
Place some waypoints (Target Point) in the level:  
Enemies  
Next step: create an enemy with AI.  
.
..  
EnemyCharacter.h  
protected:  
...  
TArray<AActor*> Waypoints;  
AAIController* AIController;  
ATargetPoint* GetRandomWaypoint();  
void AIMoveCompleted(FAIRequestID RequestID,  
const FPathFollowingResult& Result);  
.
..  
Important: the AIModule must be included as a public dependency.  
Enemies  
Next step: create an enemy with AI.  
void AEnemyCharacter::BeginPlay()  
{
EnemyCharacter.cpp  
Super::BeginPlay();  
UGameplayStatics::GetAllActorsOfClass(GetWorld(),  
ATargetPoint::StaticClass(), Waypoints);  
AIController = Cast<AAIController>(GetController());  
this->bUseControllerRotationYaw = false;  
if ((Waypoints.Num() > 0) && (AIController)){  
AIController->GetPathFollowingComponent()->  
OnRequestFinished.AddUObject(this,  
&AMyEnemyCharacter::AIMoveCompleted);  
if (HasAuthority())  
{
AIController->MoveToActor(GetRandomWaypoint());  
}
}
}
Enemies  
Next step: create an enemy with AI.  
ATargetPoint* AEnemyCharacter::GetRandomWaypoint()  
{
EnemyCharacter.cpp  
int index = FMath::RandRange(0, Waypoints.Num() - 1);  
return Cast<ATargetPoint>(Waypoints[index]);  
}
void AEnemyCharacter::AIMoveCompleted(FAIRequestID RequestID,  
const FPathFollowingResult& Result){  
if (Result.IsSuccess() && HasAuthority())  
{
if ((Waypoints.Num() > 0) && (AIController))  
{
AIController->MoveToActor(GetRandomWaypoint());  
}
}
}
Enemies  
Next step: create an enemy with AI.  
Adjust max speed and rotation settings in the CharacterMovement  
component:  
Enemies  
Next step: create an enemy with AI.  
Add a SensingComponent to allow the enemy to see the player:  
protected:  
..  
EnemyCharacter.h  
.
UPROPERTY(VisibleAnywhere, Category = "Components")  
class UPawnSensingComponent* SensingComponent;  
AActor* target;  
UFUNCTION()  
void SeePlayer(APawn *pawn);  
.
..  
Enemies  
Next step: create an enemy with AI.  
Add a SensingComponent to allow the enemy to see the player:  
AEnemyCharacter::AEnemyCharacter()  
{
EnemyCharacter.cpp  
SensingComponent = CreateDefaultSubobject<UPawnSensingComponent>  
"SensingComponent");  
(
SensingComponent->OnSeePawn.AddDynamic(this,  
AEnemyCharacter::SeePlayer);  
SensingComponent->SetSensingUpdatesEnabled(true);  
&
}
void AEnemyCharacter::SeePlayer(APawn *pawn){  
if (HasAuthority()){  
if ((pawn) && (AIController) && (!target)){  
target = pawn;  
this->GetMesh()->GlobalAnimRateScale = 2.5f;  
this->GetCharacterMovement()->MaxWalkSpeed = 150.0f;  
AIController->MoveToActor(pawn);  
}
}
}
Enemies  
Next step: create an enemy with AI.  
Add a SensingComponent to allow the enemy to see the player:  
void AEnemyCharacter::Tick(float DeltaTime)  
{
EnemyCharacter.cpp  
Super::Tick(DeltaTime);  
if (HasAuthority())  
{
if (target)  
{
if (FVector::Dist(GetActorLocation(),  
target->GetActorLocation()) > SensingComponent->SightRadius){  
this->GetMesh()->GlobalAnimRateScale = 1.0f;  
this->GetCharacterMovement()->MaxWalkSpeed = 50;  
target = nullptr;  
AIController->MoveToActor(GetRandomWaypoint());  
}
}
}
}
Enemies  
Next step: create an enemy with AI.  
Adjust the sight properties in the enemy blueprint:  
Enemies  
Next step: create an enemy with AI.  
If the enemy gets to the player position, show the game over message:  
void AEnemyCharacter::AIMoveCompleted(FAIRequestID RequestID,  
const FPathFollowingResult& Result)  
{
if (Result.IsSuccess() && HasAuthority()){  
if (target) {  
AMyCharacter* character = Cast<AMyCharacter>(target);  
AMyGameStateBase* gamestate = Cast<AMyGameStateBase>(  
GetWorld()->GetGameState());  
if ((character) && (gamestate)){  
gamestate->MulticastOnLevelComplete(character, false);  
}
target = nullptr;  
}
if ((Waypoints.Num() > 0) && (AIController)){  
AIController->MoveToActor(GetRandomWaypoint());  
}
}
}
Enemies  
Next step: create an enemy with AI.  
We need to manually synchronize the animation speed with all clients.  
Solution: create a variable to represent a chasing state and replicate it  
to all clients:  
protected:  
...  
EnemyCharacter.h  
UPROPERTY(Replicated)  
bool isChasing;  
EnemyCharacter.cpp  
EnemyCharacter.cpp  
void AEnemyCharacter::GetLifetimeReplicatedProps(TArray  
<FLifetimeProperty>& OutLifetimeProps) const  
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);  
DOREPLIFETIME(AEnemyCharacter, isChasing);  
}
Enemies  
EnemyCharacter.cpp  
AEnemyCharacter::AEnemyCharacter(){  
.
..  
isChasing = false;  
SetReplicates(true);  
}
void AEnemyCharacter::SeePlayer(APawn *pawn)  
{
if ((pawn) && (AIController) && (!target))  
{
.
..  
isChasing = true;  
}
}
Enemies  
void AEnemyCharacter::Tick(float DeltaTime){  
Super::Tick(DeltaTime);  
EnemyCharacter.cpp  
if ((target) && (HasAuthority())){  
if (FVector::Dist(GetActorLocation(),  
target->GetActorLocation()) > SensingComponent->SightRadius){  
..  
isChasing = false;  
.
}
}
if ((isChasing)&& (this->GetMesh()->GlobalAnimRateScale != 2.5f)){  
GetMesh()->GlobalAnimRateScale = 2.5f;  
GetCharacterMovement()->MaxWalkSpeed = 150.0f;  
}
else if (this->GetMesh()->GlobalAnimRateScale != 1.0f){  
GetMesh()->GlobalAnimRateScale = 1.0f;  
GetCharacterMovement()->MaxWalkSpeed = 50.0f;  
}
}
Exercise 1  
1) Continue the implementation of the game:  
a) Play a sound effect when a coin is collected.  
b) Disable the player movement when the level is  
completed or when is game over.  
c) Improve the level by adding more coins, more  
enemies, more waypoints, and adjusting the  
position of the coins, enemies and waypoints.  
Balance the gameplay by adjusting the speed of the  
enemies according to the speed of the player.  
Further Reading  
Carnall, B. (2016). Unreal Engine 4.X By Example. Packt  
Publishing. ISBN: 978-1785885532.  
Web Resources:  
Introduction to C++ Programming in UE4 -  
https://docs.unrealengine.com/en-US/Programming/Introduction  
Coding Standard - https://docs.unrealengine.com/en-  
US/Programming/Development/CodingStandard  
Gameplay Programming - https://docs.unrealengine.com/en-  
us/Programming/UnrealArchitecture  
Networking and Multiplayer in Unreal Engine -  
Network Guide -