SDK Functional details¶
Strix provides Unreal Engine plugin for game client development. You can easily create an online game by using components and APIs for Unreal Engine.
From the API viewpoint, Functions of Strix Unreal SDK are provided in three ways: as Blueprint scripting API, as C++ class library, and as configurable components. For example, most of the object synchronization features are provided as components that you can attach to your Actors, and matchmaking features are provided as Blueprint functions (also as C++ library).
Note
The Blueprint function API of Strix Unreal SDK is a subset of C++ API provided in the Strix class library. In this guide, we focus on Blueprint functions, as long as the feature is available in Blueprint, for easier understanding.
In this section, We first see features of Blueprint scripting API and components. Then, SDK functionality is explained, grouped in their functional categories.
- About Blueprint scripting API
- About Components
- Connection
- Rooms and Matchmaking
- Rooms Overview
- Rooms in the Game Loop
- Room Members
- Room Owner
- Creating a New Room
- Searching for Rooms
- Joining an Existing Room
- Getting Current Room Information
- Updating Room Information
- Getting Current Room Member Information
- Updating Room Member Information
- Leaving and Deleting a Room
- Multiple Rooms and Channels
- Room Events and the Notification Listener
- Containers for Room Properties
- Gameplay Synchronization
- Replication and Synchronization Overview
- Replication
- Ownership
- Type ID
- Movement Synchronization
- Transform Synchronization
- Animation Synchronization
- Actor Property Synchronization
- Remote Procedure Calls
- Serializable RPC Arguments
- Synchronization Events
- Network Object Functions
- Pausing
- Frequencies of Synchronization
- Synchronization Limitations
- Events
- Error Handling
- Other Features