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:

  • Look at class ENGINE_API UCheatManager : public Uobject in CheatManager.h

  • 'ToggleDebugCamera'

  • 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


  • UAbilityTask



  • GamePlayTasks Module


  • GameplayAbilities Module


Doing detail customization/PostEditChangeProperty in [@UnrealEngine]? Use GET_MEMBER_NAME_CHECKED instead of a string for future-proofing