[UE] Multiplayer 1: Listen Server Testing, LAN Connection

프로젝트를 패키지하여 LAN으로 연결되는 기본 게임을 구현해본다. 컴퓨터의 IP 주소를 활용하여 제3자 컴퓨터가 접속하여 네트워크에 접속하여 참여한다.
목차
Multiplayer 1: Listen Server Testing
ThirdPersonCharacter
Event Graph

※ 자기 컴퓨터의 IP 주소 찾는법



Command Prompt에 ipconfig 입력 후 엔터
- IPv4 주소가 자기 컴퓨터의 IP 주소이다.
프로젝트 패키지 하기 (Package Project)


제3자 컴퓨터에서 LANTesting.exe 파일을 열어 접속한다.
C++ 코드로 구현하기
LANTestCharacter
LANTestCharacter.h
더보기
#pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "LANTestCharacter.generated.h" UCLASS(config=Game) class ALANTestCharacter : 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: ALANTestCharacter(); UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Input) float TurnRateGamepad; protected: void MoveForward(float Value); void MoveRight(float Value); void TurnAtRate(float Rate); void LookUpAtRate(float Rate); void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location); void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location); protected: virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; public: FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } UFUNCTION(BlueprintCallable) void OpenLobby(); UFUNCTION(BlueprintCallable) void CallOpenLevel(const FString& Address); UFUNCTION(BlueprintCallable) void CallClientTravel(const FString& Address); };

LANTestCharacter.cpp
더보기
#include "LANTestCharacter.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 "GameFramework/SpringArmComponent.h" #include "Kismet/GameplayStatics.h" ALANTestCharacter::ALANTestCharacter() { // 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++) } ////////////////////////////////////////////////////////////////////////// // Input void ALANTestCharacter::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, &ALANTestCharacter::MoveForward); PlayerInputComponent->BindAxis("Move Right / Left", this, &ALANTestCharacter::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, &ALANTestCharacter::TurnAtRate); PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput); PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ALANTestCharacter::LookUpAtRate); // handle touch devices PlayerInputComponent->BindTouch(IE_Pressed, this, &ALANTestCharacter::TouchStarted); PlayerInputComponent->BindTouch(IE_Released, this, &ALANTestCharacter::TouchStopped); } void ALANTestCharacter::OpenLobby() { UWorld* World = GetWorld(); if (World) { World->ServerTravel("/Game/ThirdPerson/Maps/Lobby?listen"); } } void ALANTestCharacter::CallOpenLevel(const FString& Address) { UGameplayStatics::OpenLevel(this, *Address); } void ALANTestCharacter::CallClientTravel(const FString& Address) { APlayerController* PlayerController = GetGameInstance()->GetFirstLocalPlayerController(); if (PlayerController) { PlayerController->ClientTravel(Address, ETravelType::TRAVEL_Absolute); } } void ALANTestCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location) { Jump(); } void ALANTestCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location) { StopJumping(); } void ALANTestCharacter::TurnAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds()); } void ALANTestCharacter::LookUpAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds()); } void ALANTestCharacter::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 ALANTestCharacter::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); } }


E:/Unreal/UE5/LANTest/Content/ThirdPerson/Maps/Lobby.umap 이 복사한 File Path
World->ServerTravel("/Game/ThirdPerson/Maps/Lobby?listen");
BP_ThirdPersonCharacter
Event Graph

프로젝트 패키지 하기 (Package Project)


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