Making multi-player space shooter game in 1 day with Unreal Engine

Not really but close (Tutorial to get you start with multi-player, C++, and packaging)

Last week 2 inexperienced “game devs” and I made a game for a 24 hour game jam at NYU thanks to UE4 (and artists who make their artworks publicly available). This is the demo:

I have seen a lot of people saying using Unity is easier than UE4 for small projects but to me UE4 interface is very understandable and makes me feel that I am the one in control. On the contrary, one of my teammate, after looking at UE4 for the first time, said he was confused. This tutorial will try to explain you how to have a “UE4” mindset: be lazy, don’t try to know everything, just learn what you need.

How to make it

(this overall write-up is intended for beginners)


If you don’t know how to start, let’s break down the idea:

  • We’re going to make a topdown game, so everything will happen in a same plane X. We can create the depth for it, but it is just the background.

  • Controll the spaceship: thrust and change the direction. To thrust, we need to add a force in forward direction. Change direction following the mouse that we have to get the cursor position on the plane X a.k.a raytracing.

  • Players can shoot projectiles: first we spawn the projectiles (genius!!!), and then the projectile need to fly to mouse position somehow. We can just add a force like we thrust the spaceship right?

  • Gravity: we basically get all the plannets’ positions and masses and use high school physics $$F = G \sum \frac {mM}{r^2} |r|$$

  • Health and capacity: It would be more fun if players can die, run out of gas… right?

  • Collision: When something hits something. Applying/Receiving damages.

  • Fancy graphic: Let’s use free assets, basic shapes with fancy materials. It works.

  • Multi-player: This is the hardest part. In single player mode, when you shoot it just shoot. In multi-player, if you are a client, you should request the server first. Hey server, can you shoot this for me? the when the server receives this request, it will broadcast to all clients: a projectile just spawned and have this property. And after receiving message from server, all clients just need to spawn that projectile to keep things in sync.

Everything sounds easy so far. Let’s get to work.

Basic setup:

Well, trivial task, selecting Twin Stick Shooter template seems like no-brainer. For more flexible, it’d be better to start with C++ template because migrating Blueprint projects to C++ project is a tedious task but you don’t really need to migrate from C++ to Blueprint. You can just use Blueprint if you think C++ is hard. However, trust me, writing game logic in C++ is beginner friendly too and it can be cleaner than spaghetti Blueprint code in some cases.


A simple trick is creating an invisible plane. This plane will not have any collision with game objects. It blocks visibility channel only so when we do the raytracing from the camera, we can have a hit event. Break this hit and we have the position. We can make it better by using a custom channel instead of visibility.

void AMyPlayerController::UpdateRotation()
	FHitResult HitResult;
	GetHitResultUnderCursorByChannel(TraceTypeQuery3, false, HitResult);
	if (HitResult.bBlockingHit)
		APawn *ControlledPawn = GetPawn(); // because I implement this logic in player controller
		const FRotator rot = UKismetMathLibrary::FindLookAtRotation(ControlledPawn->GetActorLocation(), HitResult.Location);

Make it callable by Blueprint by adding UFUNCTION(BlueprintCallable)

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "MyPlayerController.generated.h"

class PLANETS_API AMyPlayerController : public APlayerController
	void UpdateRotation();


Ray Tracing


I want some objects get affected by gravity, some won’t. So let’s create a component, every object having this component will get effected by gravity. We can just use Newton’s formula for gravity. However, the world here is unreal, I don’t trust the constant factor G, and the distant we see is just an illusion, so the formula is something like this where we can edit those parameters p_something: $$F = p_f \sum \frac {mM}{(r * p_r)^2} |r|$$

void UOrbitalComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
	FVector Force(.0f, .0f, .0f);
	for (auto &s : Stars)
		FVector r = (s->GetActorLocation() - Parent->GetActorLocation()) * DistanceFactor;
		Force += s->mass * r.GetSafeNormal2D() / r.SizeSquared2D() * MeshComponent->GetMass();

	MeshComponent->AddForce(ForceFactor * Force);

We don’t want to find all the stars every frame. Let’s just do it once when the game starts and cache the result in our custom game state.


	TArray<AActor*> Temp;
	UGameplayStatics::GetAllActorsOfClass(this, AStarBase::StaticClass(), Temp);
	for (auto &t: Temp)


The structure looks like this but you should setup event type acordingly (To Server, Multicast)

This is the end for now. This blog will get updates gradually for more detailed explanation when I am free.

(outdated code but contains some main logic can be found here