

desertcart.com: Multiplayer Game Development with Unreal Engine 5: Create compelling multiplayer games with C++, Blueprints, and Unreal Engine's networking features: 9781803232874: Marco Secchi: Books Review: A great resource and educator on multiplayer in the Unreal Engine - I have been very happy with this purchase (minus the issues with desertcart, see below, and is obviously not a factor in my rating). Why 5 stars: This book hits exactly what I wanted to learn about and had been having issues with, multiplayer. This book covers a lot of the topics I wanted to learn and how to do them from an OOP perspective. A few things to note on the first project: Make sure to follow all instructions and if something doesn't work, double check you followed them correctly. In regards to blueprints, the print book makes the images hard to read as it is very dark with very small font sizes. I used magnifying glasses and was able to verify I had my blueprints correct. The instructions are however excellent so the images are more to ensure correctness. The second section, and the part desertcart didn't like, needs adjustments to work as-is with UE 5.3.1 Follow the steps in the book for setting up the IDE. The first hiccup I had was I had to do further updates with the IDE open to work on the project despite all the correct checkmarks being selected. I also had to get the Visual Studios Integration Tool from the UE Marketplace and add that to the project. I also had to go into Edit -> Plugins, and make sure the Visual Studio Integration Tool 2.3 version was selected (requires a restart of UE). So far, if I restart the project I still have to go back and select that check box. After that, when Creating the Game Instance C++ file, and all subsequent C++ files, you should know that at this time, 5.3.1's live coding doesn't work correctly and you won't be able to select the created file (it won't be an option). In The Project Explorer of Visual Studios, you will need to Build the Project each time (you can create more than one of the files at a time though). I also always cleaned before as well. When you do this, UE Editor has to be closed or you get a build error. If you get a blueprint error at this point, that is the visual studios integration not working (not checked or installed correctly) or you have the UE editor still open. Also worth noting, make sure you have in your content browser settings "show C++ classes" selected. You can tell when you are able to progress if you can see the C++ class you just created in the content browser. After getting past that hiccup, I can see the C++ files in the content browser (after building them and reopening the UE editor). This should be a temporary issue and you might be able to turn off live coding (as described on page 79) and possibly do those steps without all the opening and closing of the editor. I will try to remove this section of feedback after the issue goes away. desertcart gets 0 out of 5 stars. I ordered before the release date and didn't get the package until 3 days after I should have had it. Plus, the publisher has a physical book and eBook for the same price as just the physical book on desertcart. They also made me rewrite this review as they didn't like my mentions of the Unreal forums to fix critical issues for doing the C++ project in section 2 if using Unreal Engine 5.3.1 (current as of this writing 10/18/2023) Review: Taking the Mystery Out of Multiplayer - My background: I'm a technical game designer with a lot of experience with Unreal visual blueprints along with intermediate experience with C++, and most of my projects have been single-player. As such, I feel this book is very much for people like me. If you're mostly an Unreal game dev with at least beginner experience with C++ and you want to "skill stack" and add multiplayer to your single-player resume, start here. Author Marco Secchi provides a good amount of context and history (about the Internet and how computers share information in general) before diving into a step-by-step sample UE5 multiplayer project. His approach is methodical with very few stones left unturned. You'll get repeated hands-on exercises with multiplayer fundamentals such as replication, RPCs, and the notion of authority. Crucially, you'll also be given some solid tools and ideas for how to debug (which I have seen first-hand is a constant need!) and then how to build and deploy your prototype. At ~350 pages, this is not an exhaustive reference but neither is it a skinny little introduction. It's a super solid primer, and it will take a lot of the mystery and anxiety out of multiplayer implementation and execution. If you're not familiar with Unreal, visual scripting, and at least the syntax and programming concepts of C++, probably pick up another book or two in the Packt Publishing library before this one.







| Best Sellers Rank | #823,292 in Books ( See Top 100 in Books ) #178 in C++ Programming Language #180 in Computer & Video Game Design #332 in Game Programming |
| Customer Reviews | 4.5 out of 5 stars 35 Reviews |
F**E
A great resource and educator on multiplayer in the Unreal Engine
I have been very happy with this purchase (minus the issues with Amazon, see below, and is obviously not a factor in my rating). Why 5 stars: This book hits exactly what I wanted to learn about and had been having issues with, multiplayer. This book covers a lot of the topics I wanted to learn and how to do them from an OOP perspective. A few things to note on the first project: Make sure to follow all instructions and if something doesn't work, double check you followed them correctly. In regards to blueprints, the print book makes the images hard to read as it is very dark with very small font sizes. I used magnifying glasses and was able to verify I had my blueprints correct. The instructions are however excellent so the images are more to ensure correctness. The second section, and the part Amazon didn't like, needs adjustments to work as-is with UE 5.3.1 Follow the steps in the book for setting up the IDE. The first hiccup I had was I had to do further updates with the IDE open to work on the project despite all the correct checkmarks being selected. I also had to get the Visual Studios Integration Tool from the UE Marketplace and add that to the project. I also had to go into Edit -> Plugins, and make sure the Visual Studio Integration Tool 2.3 version was selected (requires a restart of UE). So far, if I restart the project I still have to go back and select that check box. After that, when Creating the Game Instance C++ file, and all subsequent C++ files, you should know that at this time, 5.3.1's live coding doesn't work correctly and you won't be able to select the created file (it won't be an option). In The Project Explorer of Visual Studios, you will need to Build the Project each time (you can create more than one of the files at a time though). I also always cleaned before as well. When you do this, UE Editor has to be closed or you get a build error. If you get a blueprint error at this point, that is the visual studios integration not working (not checked or installed correctly) or you have the UE editor still open. Also worth noting, make sure you have in your content browser settings "show C++ classes" selected. You can tell when you are able to progress if you can see the C++ class you just created in the content browser. After getting past that hiccup, I can see the C++ files in the content browser (after building them and reopening the UE editor). This should be a temporary issue and you might be able to turn off live coding (as described on page 79) and possibly do those steps without all the opening and closing of the editor. I will try to remove this section of feedback after the issue goes away. Amazon gets 0 out of 5 stars. I ordered before the release date and didn't get the package until 3 days after I should have had it. Plus, the publisher has a physical book and eBook for the same price as just the physical book on Amazon. They also made me rewrite this review as they didn't like my mentions of the Unreal forums to fix critical issues for doing the C++ project in section 2 if using Unreal Engine 5.3.1 (current as of this writing 10/18/2023)
A**N
Taking the Mystery Out of Multiplayer
My background: I'm a technical game designer with a lot of experience with Unreal visual blueprints along with intermediate experience with C++, and most of my projects have been single-player. As such, I feel this book is very much for people like me. If you're mostly an Unreal game dev with at least beginner experience with C++ and you want to "skill stack" and add multiplayer to your single-player resume, start here. Author Marco Secchi provides a good amount of context and history (about the Internet and how computers share information in general) before diving into a step-by-step sample UE5 multiplayer project. His approach is methodical with very few stones left unturned. You'll get repeated hands-on exercises with multiplayer fundamentals such as replication, RPCs, and the notion of authority. Crucially, you'll also be given some solid tools and ideas for how to debug (which I have seen first-hand is a constant need!) and then how to build and deploy your prototype. At ~350 pages, this is not an exhaustive reference but neither is it a skinny little introduction. It's a super solid primer, and it will take a lot of the mystery and anxiety out of multiplayer implementation and execution. If you're not familiar with Unreal, visual scripting, and at least the syntax and programming concepts of C++, probably pick up another book or two in the Packt Publishing library before this one.
P**I
Not Bad
I had a fun time reading this book. However I got to the 4th chapter where we start using the C++ Programming and I couldn't upload the files into Unreal Engine from the .zip file. I've uploaded files to Unreal before with no problem so I don't know what is going on here. There instructions on how to import sound like it would work for Unity, but I don't think Unreal works this way. I'll keep working on it to see what I can accomplish. Other than that, a nice read, which makes it easy to follow along and learn how to make multiplayer (up to Chapter 4!)
D**D
The Best Intro to Multiplayer Development in UE5 I've seen yet
To give a quick summary, this book is a good resource if you are just getting into Multiplayer Game Development in Unreal Engine 5 or could use a refresher. I was asked to review this book, likely because I am an Unreal Engine 5 professional. I did not receive any monetary compensation for this review. I was a bit dubious at first because Packt books can be a little hit-or-miss. I’ve never read an Unreal Engine one which is completely useless, but I have read some with clunky methodologies and outdated workflows. This book is unlike the aforementioned others, in that it keeps a solid pace, reinforces the fundamentals, provides examples and additional resources, and is entertaining when doing all that. The fact this book is relatively entertaining is a triumph as the topic of Multiplayer Development is rather dry and often tedious. The use of this book could bring a beginner developer into an intermediate understanding of Multiplayer Development. Going beyond that level would require a lot of research and experimentation. Every Multiplayer project has its own needs and requirements, and a single book is not enough to cover it all. Luckily, the Unreal Development Community is an easy resource to use in tandem with this book. If you are in need of understanding Multiplayer Development in Unreal Engine 5, buy this book. Multiplayer Development information is hard to come by and what information is out there is often hard to follow or confusing. This book is the best introduction to this topic I have seen thus far.
L**D
Review of Multiplayer Game Development with Unreal Engine 5
The book provides a good foundation for understanding how multiplayer games work in many games. It goes into detail about every aspect that multiplayer has to offer. Then it goes into detail about Unreal Engine 5 and the intricacy that it has to offer in terms of a game engine. Then finally getting into how multiplayer games and Unreal Engine 5 go hand-in-hand. This a good book if you want to get into making multiplayer games and/or using Unreal Engine 5.
A**V
A Perfect Companion for Game Developers on the Go!
As an avid gamer and aspiring game developer, I've always been on the lookout for valuable resources to help me hone my skills and stay updated with the latest industry trends. "Multiplayer Game Development with Unreal Engine 5" proved to be an absolute gem that satisfied my quest for knowledge while allowing me to read and learn on the go. The book starts with a solid foundation, introducing readers to the Unreal Engine 5 environment. It covers the basics, ensuring that even readers unfamiliar with game development terminology can grasp the essentials. The gradual progression through the chapters allows for a smooth transition into more advanced topics, such as creating multiplayer gameplay mechanics, networking, and optimizing game performance, also showing how to set up NPCs in a multiplayer game. Furthermore, the book doesn't just stop at the basics. It delves into advanced topics such as optimizing game performance and scalability, which are essential for creating top-notch multiplayer games that run smoothly and efficiently. In addition to its rich content, the book is beautifully complemented by illustrations, code snippets, and examples that make learning a breeze. I would recommend it to anyone searching for a nice book covering the key aspects of multiplayer game development with Unreal Engine 5.
J**R
A Great Introduction and Reference for Multiplayer Game Development using Unreal Engine 5
I thoroughly enjoyed this book from beginning to end. I learned something in nearly every chapter as it relates to the specifics of how Unreal Engine supports multiplayer. Throughout the book, you will build one primary game prototype called “Unreal Shadows — Legacy of the Lichlord”. I love that the author put the time and effort into giving it a name and complete backstory. The attention to detail really made the process of building the game throughout the book fun and intriguing. Also, there are challenges to extend the game with additional features/modifications, which is an excellent way to reinforce understanding of the material. I appreciate the author included not just how to build for multiplayer, but also how to debug and deploy multiplayer games. Overall, this book is easy to recommend. I had a blast going through it the first time, and I plan on using it as a reference while planning and developing future multiplayer games.
M**G
Great book for learning Unreal Engines multiplayer systems
This book is great for learning the multiplayer systems in Unreal Engine. It goes over some of both Blueprint and C++ concepts.
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