English-Epic_Tech Talk_LYRA - Starter Game_v5_FINAL_H265.txt

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[3:25] The Unreal game framework includes some Actors with special roles for multiplayer games, which include the character or pawn, which is your playing piece that you control, the controller, which describes how you control pawns, and also serves as a conduit for clients to request things of the server, the player state, which stores information that other players might need to know about you, such as your current score, and then the game state, which stores information about the game as a whole, for example, the current game phase and the time remaining. There's also the game mode, which is traditionally where server-only code to mutate the game state would live. But in a modular approach, we typically recommend doing things you would have done here in a server-only game state component instead so that the code and data travel together. It's a natural tendency for these classes to develop structural problems and end up tarballing, resulting in tens of thousands of lines in each class, with long iteration times, and everything in the game knowing about each other. This also makes the code brittle, as it's hard to disable or modify a feature without unexpected consequences. So our proposed solution here is to compose new gameplay into these Actors instead of adding it all in one place all at once.

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