
Master a fully functional networked lobby system in Unreal Engine 5 using blueprints, and learn to build widgets, HUDs, data tables, structs, and blueprint classes for multiplayer games.
Create an Unreal Engine project using the third person blueprint template for desktop quality, version 543, name it demo, and learn to add template via add feature or content pack.
Explore replication, rep notify callbacks, and multicasting in Unreal Engine 5, showing how variables replicate across server and client and trigger UI updates via server-to-client changes.
Learn how multicasting runs on the server to broadcast data to all connected clients and trigger shared effects, such as shooter sound effects, across every screen.
Explore ownership in Unreal networking, where each client’s player controller owns its actor and only the owner can execute related RPCs.
Learn to build the player hud by creating a menu game mode, menu controller, and w_ player menu hud widget, then add it to the viewport on the owning client.
Create a client server list widget for Unreal Engine 5 lobby, with a vertical and horizontal box, showing ping, server name, and player count in the menu HUD.
Learn to host games and discover servers in Unreal Engine 5 by creating and destroying sessions, handling find sessions with delegates, and transitioning to the lobby.
Create a client server list entry widget using a blueprint, featuring server name, number of players, ping, a join button, and a bordered horizontal box layout.
Implement a dynamic lobby list in Unreal Engine 5 by looping through session results, creating inputs, populating an entry widget for each server, and enabling join session actions.
Fix long server name wrap and create a visible lobby level in Unreal Engine 5, enabling joining, listing connected players, and ready status before traveling to the selected map.
Set up an Unreal Engine 5 lobby by creating a lobby game mode and lobby controller, assign them to level with no default pawn, and three cubes as spawn points.
Create two blueprint actors—a camera pawn and a player platform—and set a lobby view with a spring arm camera, three cubes, and the default pawn at the player start.
Unreal Engine 5 lobby game mode to handle client login on the server, overriding beginplay, post login, and on logout, tracking platforms and connected players with events and macros.
this lecture shows how to create data tables and structs for an Unreal Engine 5 lobby system, including lobby character data and maps data.
Create the player info data struct with id, name, is ready, and a player controller reference. Support lobby communication and readiness checks with live updates for host and client interactions.
Duplicate the BP third person, name it lobby character, and set the mesh color to light blue; then create three child classes with colors and fill the lobby data tables.
Builds a lobby menu widget that shows connected players and their ready status, with host-only map selection, a shared character selector, and controls to start the match and exit lobby.
Create the lobby’s connected players widget for Unreal Engine 5, building a scrollable connected players list with a bordered, padded vertical container and dynamic entries.
Integrate the lobby connected players widget into the lobby menu, set its size to 500 by 500, and anchor it to the top right for stable placement.
Create and display the lobby menu widget on the owning client, adding it to the viewport after login. Clarify race conditions and replication settings guiding server versus client execution.
Replicate each player's info by using a current player info struct in the lobby controller and share an array of infos to update all clients about each player's ready status.
Explore server authoritative platform spawning and clearing of lobby characters in Unreal Engine 5, using spawn actor, chosen class, and replication to synchronize clients.
Learn to implement spawn character at platform in Unreal Engine 5 by looping through platforms to find an empty slot and spawn on a free platform with a chosen class.
Fix the spawn on the platform by adding the return node, enable simulate physics and gravity with pawn collision on the lobby character, and validate the spawn.
This course is Blueprints intensive, a good way to brush up you skills in case you are learning Unreal and you want to learn more about Blueprints and Networking. This course will be a nice addition to your portfolio and this is a good way to brush up your skills to the next level as we cover a lot of important concepts with examples.
We will use built in assets with the Unreal Engine, but once we are finished, you can very easily change the levels and characters to your own. You can use this project as a Template for future projects. The entire project for the course can be downloaded at the end of the course.
In this course we will cover:
Unreal Networking Concepts: Replication, MultiCasting, RepNotify, RPC and so much more.
Widgets/UI: How to effectively use and create widgets in a multiplayer context, that works on all client machines.
Advanced Lobby System: We will create a fully functional multiplayer lobby system from scratch.
How to Host a game
Joining a game
Listing servers
Allow the client and host to choose character before game starts.
Host is able to choose map, kick player from lobby and in game.
Create a cool looking lobby that shows info about each player joining the game together with their status.
When all players are ready, the host is able to start the game.
We will add set ready status for players.
This can easily be used as a template project to further expand on your other projects!