[UE] Multiplayer 2: Online Subsystem Steam
목차
프로젝트 생성 + Plugin: Online Subsystem Steam 등록하기
프로젝트 생성
Plugin 설치하기 - Online Subsystem Steam 설치
Multiplayer.Build.cs - Plugin인 OnlineSubsystemSteam과 OnlineSubsystem을 연결한다.
Multiplayer.Build.cs
using UnrealBuildTool;
public class Multiplayer : ModuleRules
{
public Multiplayer(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OnlineSubsystemSteam", "OnlineSubsystem" });
}
}
"OnlineSubsystemSteam", "OnlineSubsystem" 추가
DefaultGame.ini 에 코드 추가하기
코드 추가하기
[/Script/Engine.GameSession]
MaxPlayers=100
DefaultEngine.ini
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/Steam/
End Result 섹션 참조
DefaultEngine.ini
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
; If using Sessions
; bInitServerOnClient=true
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
SteamDevAppId=480는 Steam 예시 프로젝트인 "Space War"이다. 이것으로 테스팅하면 된다.
위의 코드를 복사하여 DefaultEngine.ini 코드 아래 부분에 붙여넣기 해준다.
※ 참고: Steam에서 DevID = 480은 Spacewar다
DefaultEngine.ini
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
GlobalDefaultGameMode="/Script/Multiplayer.MultiplayerGameMode"
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
MinimumiOSVersion=IOS_14
[/Script/Engine.RendererSettings]
r.Shadow.Virtual.Enable=1
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/Multiplayer")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/Multiplayer")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonGameMode",NewClassName="MultiplayerGameMode")
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="MultiplayerCharacter")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=0EE075DC4E9840DD7FB23B839AD4B854
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
bInitServerOnClient=true
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
bInitServerOnClient=true 를 안 해주면 정상적으로 Package가 안 될 수도 있다.
Online Subsystem에 접근하기
MultiplayerCharacter
MultiplayerCharacter.h
더보기
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MultiplayerCharacter.generated.h"
UCLASS(config=Game)
class AMultiplayerCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* FollowCamera;
public:
AMultiplayerCharacter();
/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Input)
float TurnRateGamepad;
protected:
/** Called for forwards/backward input */
void MoveForward(float Value);
/** Called for side to side input */
void MoveRight(float Value);
/**
* Called via input to turn at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void TurnAtRate(float Rate);
/**
* Called via input to turn look up/down at a given rate.
* @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
*/
void LookUpAtRate(float Rate);
/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);
/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);
protected:
// APawn interface
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// End of APawn interface
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
public:
//Pointer to the online session interface
TSharedPtr<class IOnlineSession, ESPMode::ThreadSafe> OnlineSessionInterface;
};
변수 추가
- TSharedPtr<class IOnlineSession, ESPMode::ThreadSafe> OnlineSessionInterface;
- online session interface를 가리키는 포인터
MultiplayerCharacter.cpp
더보기
#include "MultiplayerCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "OnlineSubsystem.h"
#include "Interfaces/OnlineSessionInterface.h"
//////////////////////////////////////////////////////////////////////////
// AMultiplayerCharacter
AMultiplayerCharacter::AMultiplayerCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// set our turn rate for input
TurnRateGamepad = 50.f;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
if (OnlineSubsystem)
{
OnlineSessionInterface = OnlineSubsystem->GetSessionInterface();
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(
-1,
15.0f,
FColor::Blue,
FString::Printf(TEXT("I found SubSystem %s"), *OnlineSubsystem->GetSubsystemName().ToString())
);
}
}
}
//////////////////////////////////////////////////////////////////////////
// Input
void AMultiplayerCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
PlayerInputComponent->BindAxis("Move Forward / Backward", this, &AMultiplayerCharacter::MoveForward);
PlayerInputComponent->BindAxis("Move Right / Left", this, &AMultiplayerCharacter::MoveRight);
// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// "turn" handles devices that provide an absolute delta, such as a mouse.
// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis("Turn Right / Left Mouse", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &AMultiplayerCharacter::TurnAtRate);
PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput);
PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &AMultiplayerCharacter::LookUpAtRate);
// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &AMultiplayerCharacter::TouchStarted);
PlayerInputComponent->BindTouch(IE_Released, this, &AMultiplayerCharacter::TouchStopped);
}
void AMultiplayerCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}
void AMultiplayerCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}
void AMultiplayerCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}
void AMultiplayerCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}
void AMultiplayerCharacter::MoveForward(float Value)
{
if ((Controller != nullptr) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMultiplayerCharacter::MoveRight(float Value)
{
if ( (Controller != nullptr) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
헤더 추가
- #include "OnlineSubsystem.h"
- #include "Interfaces/OnlineSessionInterface.h"
AMultiplayerCharacter::AMultiplayerCharacter()
- IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
if (OnlineSubsystem)
{
OnlineSessionInterface = OnlineSubsystem->GetSessionInterface();
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(
-1,
15.0f,
FColor::Blue,
FString::Printf(TEXT("I found SubSystem %s"), *OnlineSubsystem->GetSubsystemName().ToString())
);
}
}
Package Project
다른 컴퓨터에서 .exe 파일 열기
실행화면
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