How do I implement networking in Unreal Engine using C++?
To implement networking in Unreal Engine with C++, you need to set up a server-client architecture. Start by creating a new project and enabling the networking features.
What classes should I focus on for networking?
You should focus on classes like APlayerController, AGameMode, and AActor. These are essential for managing networked gameplay.
Can you explain how replication works?
Replication in Unreal Engine allows you to synchronize properties and functions across the network. You can use the 'Replicated' keyword to mark variables for replication.
What are some common networking issues I should be aware of?
Common issues include latency, packet loss, and synchronization problems. It's important to test your game under various network conditions.
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