UDN
Search public documentation:
ReplicationHome
日本語訳
中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Networking & Replication
Networking & Replication
- Networking Overview - Overview of the networking architecture in Unreal Engine 3.
- Client Server Model - Basics of the client server networking model used in the Unreal Engine 3.
- Function replication - Explains what causes functions to run where, and how to tame it to your needs.
- Game State Replication - Overview of the game state replication in Unreal Engine 3.
- Packages and Networking - Important information about packages that is relevant from a networking perspective.
- Replication Glossary - A glossary of all the replication terms in Unreal Engine 3.
- Replication Info - An explanation of what replication infos are and when and where you should use them in Unreal Engine 3.
- Relevancy - An explanation about relevancy in networking in Unreal Engine 3.
- Replication Roles - Explains the various replication roles an actors can have.
- Variable replication notes - Notes about variable replication in Unreal Engine 3.
- Replication in weapons - A brief explanation of how weapons are replicated in Unreal Engine 3.
- Variable replication - Explains how variables are replicated from one game instance to the other.
- OnlineSubsystemSteamworks - A technical guide over the Steamworks integration in Unreal Engine 3.
- Steam - A guide discussing how to use Steamworks in Unreal Engine 3.
- GameCenter - A guide discussing how to use Game Center in Unreal Engine 3.
- Client to server remote procedure call pattern - Used when the client wants to tell the server to execute a function with parameters.
- Server to client remote procedure call pattern - Used when the server wants to tell the client(s) to execute a function with parameters.
- RepNotify pattern - Used when you want to update when a variable is replicated.
- Torn off pattern - Used when you to stop replicating an actor, then continue to simulate them on the client(s).
- Temporary pattern - Used when you want to temporarily replicate actors, then continue to simulate them on client(s).
- Proxy pattern - Used when you want to use proxy actors to represent non existent or non replicating actors or objects.
- Network Profiler - A tool which examines the network packets sent and received by Unreal Engine 3.