How should I layout architecture for my multiplayer game?

So I’m working on a 4 player game for players that all share a common board. board contains widgets that belong to a specific player. player is not graphically represented, however widgets on board contain players color. My question is how I should go about laying this out. In a local game players take turns.

A player has properties such as Color, Name, Score, etc. Should a player have a blueprint made after an ‘Actor’ even though they are not graphically represented?

I need to have an array of players 1-4 and a system that can take turns. I have ideas on how I could do this with variables in GameMode blueprint but I also wanted to make sure I wasn’t missing out any any prebuilt classes that deal with ‘Players’.

If is any documentation for such questions then please let me know as I’ve yet to find it.

Thanks,
-jv

Hey voigtboy,

If you want to create a local multiplayer game, where everyone is playing on same screen with controls switching to separate players at different points in game, you might consider setting up a Player Controller Class for each player. Within Defaults of each Player Controller, set a different Player # for Auto Receive Input. You can then set up your basic controls in each Controller.

Each of these Controllers would use same Pawn class. Pawn Class does not require any Mesh Actors, and can consist of only a Camera component. Check Strategy Game and create a new Blueprint from class StrategySpectatorSpawn, and you can see how that is set up.

You can then use your Game Mode Blueprint or Level Blueprint to decide which Player Controller currently possesses Pawn using Possess and Un Possess nodes.

Hope that points you in right direction!