*Silver/Gold Tier* Back to [[Course List]] 🟪 >[!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) 🟦 >[!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 🟩 >[!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 🟪 >[!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) 🟦 >[!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 🟩 >[!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 🟪 >[!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) 🟦 >[!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 🟩 >[!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 🟪 >[!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) 🟦 >[!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 🟩 >[!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 🟪 >[!example]+ Section 5 - Travel in Multiplayer > 1. [Travel](https://www.patreon.com/posts/134367566) > 2. [Implementing Seamless Travel](https://www.patreon.com/posts/134367749) 🟦 >[!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 🟩 >[!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