Unreal engine 4 game framework diagram for relation of all major base object types
Unreal Engine 4 Game Framework diagram for relation of all major base object types
[Unreal Engine 4 Input Event diagram, scroll down to section Input Processing Procedura ]
[RPCs official document, Must Read]
[Everything you should know about replication]
From <https://forums.unrealengine.com/showthread.php?43714-Multicast-not-showing-on-Server>
Useful Debug Commands:
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Look at class ENGINE_API UCheatManager : public Uobject in CheatManager.h
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'ToggleDebugCamera'
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showdebug bones
Physics Replication:
Handling replication for an actor that is simulating physics on the client side is done in OnRep_ReplicatedMovement() in /Engine/Source/Runtime/Engine/Private/ActorReplication.cpp. If you follow the chain you'll see the actual adjustments are done in ApplyRigidBodyState() in PrimitiveComponentPhysics.cpp. If you want to see how the server replicates the Actor's properties take a look at ServerReplicateActors() in NetworkDriver.cpp and its call to ReplicateActor() in DataChannel.cpp.
From <https://forums.unrealengine.com/showthread.php?18789-Physics-replication-walkthrough>
Look into these classes for gameplay:
- UGameplayTask
https://docs.unrealengine.com/latest/INT/API/Runtime/GameplayTasks/UGameplayTask/index.html>
- UAbilityTask
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UGameplayEffect https://docs.unrealengine.com/latest/INT/API/Runtime/GameplayAbilities/UGameplayEffect/index.html
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UAbilitySystemComponent
- GamePlayTasks Module
https://docs.unrealengine.com/latest/INT/API/Runtime/GameplayTasks/index.html
- GameplayAbilities Module
https://docs.unrealengine.com/latest/INT/API/Runtime/GameplayAbilities/index.html
Doing detail customization/PostEditChangeProperty in [@UnrealEngine]? Use GET_MEMBER_NAME_CHECKED instead of a string for future-proofing