This is the last tutorial of the online leaderboard series. The previous C++ class will be integrated in a blueprint project, with a example to explain how to use the leaderboardManager calls.
Now that we have the server side ready to go we need to implement the code for the client side. This part needs to manage the results of the http request as well as make the calls to the game controller with this data.
A leaderboard is a must have in any actual online game, with this tutorial we will learn how to create and setup a leaderboard system, in the first two parts we talk about the server and client parts, in a engine-independent way, and the last one is focused on how to integrate it in Unreal engine 4.
With this tutorial we are going to create a 2D parallax scrolling background using Unreal engine 4 materials.
You’ve probably seen an old game running in a high end device like if somebody had pushed the fastforward button, or the opposite case, a high quality game trying to run in a old device with an exasperating result. To solve this problem we need to make our game framerate independent, and to do this we must to use de Delta Time.