*Silver/Gold Tier*
Back to [[Course List]]
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>[!example]+ Section 1 - Multiplayer Fundamentals
> 1. [The Client-Server Model](https://www.patreon.com/posts/132622503/)
> 2. [Testing Multiplayer](https://www.patreon.com/posts/132626485/)
> 3. [LAN Connection](https://www.patreon.com/posts/132626768)
> 4. [Listen Servers Via Steam](https://www.patreon.com/posts/133003618)
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>[!note]- Section 1 Quiz
>1. In peer-to-peer connections:
> - A: Each machine only sends data to a server
> - B: A single player serves the role as the server
> - C: Players communicate directly with each other
> - D: A machine with no players is serving as the server
>2. With A Listen Server setup:
> - A: Each machine only sends data to a server
> - B: A single player serves the role as the server
> - C: Players communicate directly with each other
> - D: A machine with no players is serving as the server
>3. With A dedicated Server setup:
> - A: Each machine only sends data to a server
> - B: A single player serves the role as the server
> - C: Players communicate directly with each other
> - D: A machine with no players is serving as the server
>4. With A dedicated Server setup:
> - A: Peer-to-peer
> - B: The Client-Server model
>5. The act of sending data from the server to clients is known as:
> - A: Activation
> - B: Replication
> - C: Encryption
> - D: Bandwidth
>6. A Lan Connection is:
> - A: A connection between two machines on the same local network
> - B: Two or more players connected to a dedicated server
> - C: One or more players connected to a listen server
> - D: A Peer-to-peer connection
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>[!done]- Section 1 Quiz Answers
>1. C: Players communicate directly with each other
>2. B: A single player serves the role as the server
>3. D: A machine with no players is serving as the server
>4. B: The Client-Server model
>5. B: Replication
>6. A: A connection between two machines on the same local network
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>[!example]+ Section 2 - Actor Replication
> 1. [Actor Replication](https://www.patreon.com/posts/133026358)
> 2. [Authority and Net Role](https://www.patreon.com/posts/133028014)
> 3. [Attachment](https://www.patreon.com/posts/133028323)
> 4. [Variable Replication](https://www.patreon.com/posts/133028555)
> 5. [Rep Notifies](https://www.patreon.com/posts/133028759)
> 6. [Replication Conditions](https://www.patreon.com/posts/133028898)
> 7. [Ownership](https://www.patreon.com/posts/133029121)
> 8. [Actor Components](https://www.patreon.com/posts/133020333)
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>[!note]- Section 2 Quiz
>1. An actor has authority:
> - A: Always on the server
> - B: Always on the client
> - C: On the server for server-spawned actors, and on the client for client-spawned actors
> - D: As soon as it’s replicated
>2. When is a pawn/character’s net role authority?
> - A: When on the server
> - B: When locally-controlled on a client
> - C: When not locally-controlled on a client
>3. When is a pawn/character’s net role autonomous proxy?
> - A: When on the server
> - B: When locally-controlled on a client
> - C: When not locally-controlled on a client
>4. When is a pawn/character’s net role simulated proxy?
> - A: When on the server
> - B: When locally-controlled on a client
> - C: When not locally-controlled on a client
>5. If an actor is not set to replicate movement, but is a replicated actor:
> - A: It will replicate movement, but not variables
> - B: When it moves on one machine, its movement will not be synced on the other machine
> - C: Its movement will sync with the server and owning client
> - D: Its movement will be synced on all clients
>6. Actor attachment:
> - A: Is replicated for actors that are set to replicate
> - B: Is always replicated
> - C: Is never replicated
>7. Actor component attachment:
> - A: Is replicated for components that are set to replicate
> - B: Is always replicated
> - C: Is never replicated
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>[!done]- Section 2 Quiz Answers
>1. C: On the server for server-spawned actors, and on the client for client-spawned actors
>2. A: When on the server
>3. B: When locally-controlled on a client
>4. C: When not locally-controlled on a client
>5. B: When it moves on one machine, its movement will not be synced on the other machine
>6. A: Is replicated for actors that are set to replicate
>7. A: Is replicated for components that are set to replicate
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>[!example]+ Section 3 - Remote Functions
> 1. [Run on Client](https://www.patreon.com/posts/133525499)
> 2. [Run on Server](https://www.patreon.com/posts/133526748)
> 3. [Multicast](https://www.patreon.com/posts/133526865)
> 4. [Relevancy and Priority](https://www.patreon.com/posts/133527096)
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>[!note]- Section 3 Quiz
>1. A Run on Client Event:
> - A: Is designed to be called on the server and run on the owning client
> - B: Is designed to be called on the owning client and run on the server
> - C: Is designed to be called on the server and run on all clients
>2. A Run on Server Event:
> - A: Is designed to be called on the server and run on the owning client
> - B: Is designed to be called on the owning client and run on the server
> - C: Is designed to be called on the server and run on all clients
>3. A Multicast Event:
> - A: Is designed to be called on the server and run on the owning client
> - B: Is designed to be called on the owning client and run on the server
> - C: Is designed to be called on the server and run on all clients
>4. An actor with a priority of 3:
> - A: Will update three times as often as everything else
> - B: Will update a third as often as an actor with a priority of 1
> - C: Will update three times as often as an actor with a priority of 1
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>[!done]- Section 3 Quiz Answers
>1. A: Is designed to be called on the server and run on the owning client
>2. B: Is designed to be called on the owning client and run on the server
>3. C: Is designed to be called on the server and run on all clients
>4. C: Will update three times as often as an actor with a priority of 1
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>[!example]+ Section 4 - Class Framework
> 1. [The Game Mode](https://www.patreon.com/posts/133756401)
> 2. [The Game State](https://www.patreon.com/posts/133756512)
> 3. [The Player State](https://www.patreon.com/posts/133756663)
> 4. [The Player Controller](https://www.patreon.com/posts/133757698)
> 5. [Pawn and Character](https://www.patreon.com/posts/133757794)
> 6. [HUD and Widgets](https://www.patreon.com/posts/134367030)
> 7. [Static Accessor Functions](https://www.patreon.com/posts/134367288)
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>[!note]- Section 4 Quiz
>1. The Game Mode:
> - A: Exists on the server and on all clients
> - B: Exists on clients only
> - C: Exists on the server and the owning client
> - D: Exists on the server only
>2. The Game State:
> - A: Exists on the server and on all clients
> - B: Exists on clients only
> - C: Exists on the server and the owning client
> - D: Exists on the server only
>3. The Player State:
> - A: Possesses and owns the player's Pawn
> - B: Is designed to store player-specific state such as score, team, etc.
> - C: Exists on the server only
> - D: Exists on the client only
>4. The Player Controller:
> - A: Possesses and owns the player's Pawn
> - B: Is designed to store player-specific state such as score, team, etc.
> - C: Exists on the server only
> - D: Exists on the client only
>5. The Pawn/Character::
> - A: Possesses and owns the player's Pawn
> - B: Is designed to store player-specific state such as score, team, etc.
> - C: Exists on the server only
> - D: Exists on the server and all clients
>6. The HUD class, as well as all Widgets:
> - A: Can have replicated variables
> - B: Can only replicate to the owning client
> - C: Cannot replicate
> - D: Can only have replicated events
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>[!done]- Section 4 Quiz Answers
>1. D: Exists on the server only
>2. A: Exists on the server and on all clients
>3. B: Is designed to store player-specific state such as score, team, etc.
>4. A: Possesses and owns the player's Pawn
>5. D: Exists on the server and all clients
>6. C: Cannot replicate
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>[!example]+ Section 5 - Travel in Multiplayer
> 1. [Travel](https://www.patreon.com/posts/134367566)
> 2. [Implementing Seamless Travel](https://www.patreon.com/posts/134367749)
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>[!note]- Section 5 Quiz
>1. Hard Travel (non-seamless):
> - A: Is a blocking call
> - B: Results in synchronous level loading
> - C: Disconnects and reconnects all players
> - D: All of the above
>2. Seamless Travel:
> - A: Is a non-blocking call
> - B: Results in asynchronous level loading
> - C: Keeps all players connected while transitioning levels
> - D: All of the above
>3. Seamless Travel requires a Transition Level
> - A: TRUE
> - B: FALSE
>4. What is the purpose of the Transition Level in Seamless Travel?
> - A: To have a destination level
> - B: To have a starting level
> - C: To have a small level to load while unloading the starting map and loading the destination map
> - D: To keep all class objects alive during travel
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>[!done]- Section 5 Quiz Answers
>1. D: All of the above
>2. D: All of the above
>3. A: TRUE
>4. C: To have a small level to load while unloading the starting map and loading the destination map