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Game Architectural Question

Now I am building a small multiplayer card game. During this, I found confusing about the system classes such as Gamemode, GameState, PlayerState and PlayerController. So what I am trying to do is to save a chessboard, store some in game player data, handle game logic and handle player input. I am wondering where to put these data and functions. Now I put the chessboard and game logic in GameState, player data in PlayerState. And user input functions are implemented in PlayerController. I found this architecture confusing and not performing. Where am I wrong?

Product Version: UE 4.15
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asked May 27 '17 at 12:35 PM in C++ Programming

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Hmcll
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Here a Quick refference about the Classes your talking about. Im not sure what you mean by "not performing" though. Performance comes from your Code, UE4´s code runs pretty fast.

https://docs.unrealengine.com/latest/INT/Gameplay/Framework/QuickReference/index.html

Where you store your Stuff is up to you in the end and you dont have to use UE4 Architecture in most cases but its benefitial todo so for especially Multiplayer Games. If you want to know more how the classes relate to multiplayer you can read that fantastic Compedium from eXi (PDF):

http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf

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answered May 27 '17 at 04:21 PM

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Nachtmahr
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avatar image Nachtmahr May 27 '17 at 04:22 PM
avatar image Hmcll May 28 '17 at 12:25 AM

That pdf file is really helpful. That is much more clear than the unreal engine doc. Thank you so much.

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