Published on November 9, 2016 by Unreal Engine
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In this session, Sr. Technical Writer Wes Bunn takes a look at a few different local multiplayer setups (split screen vs. shared screen) and how you can support a couch co-op style of gameplay. We also take a look at the Steam Blueprint Networking project and modify it so it supports a VR playing host against connected third person playing clients.

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32 Comments on "Live Training – Implementing Local Multiplayer in UE4"

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Night -Fall
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Night -Fall
7 months 24 days ago

why his sound seems like alan noon ??

A. K
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A. K
7 months 26 days ago

I'm trying to do this with 2 VR players, but the Client can only see the Server player move, but the Server cannot see the Client player move. Any ideas?

Joshua Schafer
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Joshua Schafer
8 months 2 days ago

I went to the bathroom and came back to a monkey sitting in the chair with African music playing in another tab XD

Vee REX
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Vee REX
8 months 4 days ago

love this video, very easily implemented into any work in progress

Gregor Duddy
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Gregor Duddy
9 months 5 days ago

Any way to do this in an FPS unreal document? So your character is represented by a character mesh rather than just a pair of hands?

Cal C
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Cal C
9 months 15 days ago

41:00 It's possible to do without C++ code. You use widgets instead. Camera render planes. Then animation.

GRE 2057
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GRE 2057
9 months 21 days ago

would this work with something that is a 32-bit game that is not multiplayer ready and how would i go about doing that?Thanks

Paul Piepenhagen
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Paul Piepenhagen
9 months 23 days ago

How I can save the Player Controller for a map change? The GameInstance cannot save the player controllers, so every body must press his buttom after changing the map. Is there any trick?

Joshua Richard
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Joshua Richard
10 months 21 days ago

Im attending college to be just as good or better. Wes is a great teacher to understanding blueprinting. c++ essential

Tom Schmidt
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Tom Schmidt
10 months 28 days ago

Thank you so much Wes! Your the man!

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