Multiplayer FPS in UE4

Company: The Multiplayer Group

Role: Software Engineer

Engine: Unreal Engine 4

Language: C++, Blueprint

Platforms: Windows, Linux, PS5, Xbox Series X

Work Period: February 2021 – February 2022 (1 year)

My Work

While I was working at MPG I worked for a client, initially building the base prototype for the game in UE4 and later co-developing the game with a team at the client company.

  • Setup projects and fixed all platform specific code in the project to compile and run  for PS5/XSX for the first time
  • Automated performance statistics and screenshot collection at various map locations, on all target platforms
  • Implemented Server-authoritative bullet-hit validation with character state rewinding
  • Used UE4 reflection system and ImGui to visualize all properties of an object in real time for debugging purposes
  • Implemented an editor tool to capture a top view of the level to serve as minimap.
    • Editor panel to tweak properties and preview the area that would be captured into the minimap images
    • Ability to split the image in chunks
    • Configurable resolution and “world units per pixel”
    • Low resolution preview of the capture, capturing created a high-resolution one
  • Developed the in-game minimap rendering with an easy icon-customization pipeline to allow designers to customize the looks of the minimap
  • Integrated NetImGui in the project to use the existing ImGui code to debug the world state on the dedicated Server by reusing the existing ImGui integration in the engine
  • Helped technical artists optimize the hierarchical LOD baking process by parallelizing parts of the algorithm, reducing the performance from minutes to ~5s on the machine it was tested on

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