- Version 1 -
Overview
My introduction to replication (multiplayer) in Unreal Engine was the creation of a basic PvP hero shooter. Two teams square off with a selection of different characters and unique abilities in a “best of 3” last team standing battle.
Key features
15 different characters
Each team has access to 15 varied characters, each with their own handful of abilities to either hurt their opponents or assist their allies.
Replication
All character abilities and stats are replicated according to the client-server model with security kept in mind.
Session browser
The client application can act as a listen server for hosting a server and comes with a basic session browser. Currently limited to LAN servers.
Notes
While the most complete of the two versions I made, this project had a limited replication model that focused more on authoritive security than optimization. Too much data is handled entirely by the server and event replication was used too often over variable replication, leading to some minor issues when (re)connecting to a match already in progress.
- Version 2 -
Overview
A year or so after the first version I created a second hero shooter project with more stable replication and more polish. Status effects are handled better, both first- and third person cameras are implemented, different game modes can be played and players can dynamically strengthen their abilities during a match.
As more of a proof of concept than the last one, the game was never finished and contains only 3 finished characters and no audio.
Key features
4 different characters
Each team has access to 3 finished characters and 1 WIP character, each with their own handful of abilities to either hurt their opponents or assist their allies.
3 game modes
Last team standing, King of the hill and Push the payload are playable with their own maps.
Upgrade system
As the match progresses, players earn perk points that can be used to invest and upgrade their individual abilities.




