Unreal

Introduction

Planetary Processing provides a plugin for Unreal Engine 5. The plugin consists of a number of C++ classes for use in connecting players to your game simulation, as well as communicating simulation state to your game client and messages from the client to your simulation.

Pre-requisites

  • Unreal Engine 5.4+

  • macOS or Windows, the PP Unreal plugin does not currently support Linux.

Installation

To install the Planetary Processing plugin, clone the repository into the Plugins directory of your Unreal Engine project.

git clone https://github.com/Planetary-Processing/unreal-sdk Plugins/PlanetaryProcessing

You can now enable the Planetary Processing plugin for your Unreal Engine 5 project. You will be required to restart the engine once you enable the plugin.

Classes

PlanetaryProcessing Class

This class is the core of the Planetary Processing plugin. It handles initialization, connection to the server, authentication, message sending, and state updates from the server. This class is intended to be used as a singleton, and instantiated via the Init static function.

Properties

NameTypeDescription

GameID

int32

ID of the game. Editable in Blueprints.

UUID

FString

Authenticated player's unique identifier. Read-only in Blueprints.

Entities

TMap<FString, UEntity*>

Map of server entities, reflecting the server state as of the latest update. Read-only in Blueprints.

Functions

NameParametersReturn TypeDescription

static Init

int32 InGameID

UPlanetaryProcessing*

Initializes the Planetary Processing singleton with the given game ID. If called again once already initialized, the existing Planetary Processing instance will be restored to its initial state and returned.

static GetInstance

None

UPlanetaryProcessing*

Gets the singleton instance of the Planetary Processing class.

Connect

const FString& Username, const FString& Password

void

Connects the player to the server with the provided username and password. Broadcasts OnAuthenticated upon successful connection.

Update

None

void

Updates the Entities map by processing state updates that the client has received from the server since the last update. Intended to be called once each game tick such that the Entities map consists of fresh data. Broadcasts OnEntityAdded, OnEntityUpdated and OnEntityRemoved

IsAuthenticated

None

bool

Returns whether the user is authenticated.

IsConnected

None

bool

Returns whether the socket connection to the server is active.

SendMessage

const TMap<FString, UMessageData*>& Message

void

Sends a message to the server. See MessageData class for a description of how to construct message data for sending.

SendJSONMessage

const FString& JsonString

void

Sends a JSON message to the server. This can be used if your data is already in JSON format and as such can be sent directly.

Logout

None

void

Logs out and disconnects the player from the server.

static ConvertVectorToServerCoords

const FVector& InVector

TMap<FString, float>

Converts an Unreal Engine Vector into the coordinate system as used in Planetary Processing

static ConvertVectorToServerCoordsMessageData

const FVector& InVector

TMap<FString, UMessageData*>

Helper function to convert an Unreal Engine Vector into Message Data with x, y and z values set in the Planetary Processing coordinate system. This is helpful if you want to communicate, for example, a change in the location of the player.

Delegates

DelegateParameterDescription

OnAuthenticated

None

Fires when player is successfully authenticated.

OnEntityAdded

UEntity* NewEntity

Fires when a new Entity is added to the Entities map. This can be used to spawn a new EntityActor.

OnEntityUpdated

UEntity* UpdatedEntity

Fires when an existing Entity in the Entities map is updated. If an EntityActor has been spawned based on this Entity, the EntityActor will re-broadcast this as an OnUpdated event, which will be more useful for many use cases.

OnEntityRemoved

const FString& EntityID

Fires when an Entity is removed from the Entities map. If an EntityActor has been spawned based on this Entity, the EntityActor will re-broadcast this as an OnRemoved event, which will be more useful for many use cases

OnConnectionError

const FString& ErrorMessage

Currently a catch-all for connection related errors, including authentication errors, loss of connection, failure to send messages or failure to parse updates.

Entity Class

This class represents an entity in the Planetary Processing system.

Properties

NameTypeDescription

ID

FString

The unique identifier of the entity.

X

double

X coordinate of the entity.

Y

double

Y coordinate of the entity.

Z

double

Z coordinate of the entity.

Data

TMap<FString, UMessageData*>

Additional data of the entity. See MessageData class documentation

DataJSON

FString

JSON representation of the additional entity data. Used if you want to handle deserialization into Structs yourself

Type

FString

Type of the entity.

Functions

NameParametersReturn TypeDescription

GetLocationVector

None

FVector

Converts the Planetary Processing X, Y and Z coordinates of this entity into a Vector in the Unreal Engine coordinate system

EntityActor Class

This class extends the Unreal Engine Actor class and represents an Actor in your game client that has been spawned based on an Entity from your game simulation. You are intended to subclass Entity Actor to create Actors for each of your Entity types. As an example, a Tree class may be an Entity Actor with a mesh component, while a Cat class may be an Entity Actor with a different mesh component and some custom behaviours.

The EntityActor class is intended to have an Entity associated with it once created, via SetEntity. With this set, the EntityActor class will automatically broadcast OnUpdated and OnRemoved events accordingly as the Entity it is associated with is either updated or removed.

Properties

NameTypeDescription

Entity

UEntity*

The entity associated with this actor.

OnUpdated

FOnEntityUpdatedEvent

Delegate called when the entity is updated.

OnRemoved

FOnEntityRemovedEvent

Delegate called when the entity is removed.

Functions

NameParametersReturn TypeDescription

SetEntity

UEntity* InEntity

void

Sets the entity for this actor.

SetActorLocationToEntityCoords

None

void

Converts the Planetary Processing X, Y and Z coordinates of the associated Entity into a Vector in the Unreal Engine coordinate system and sets the Actor's location to this Vector

MessageData Class

The MessageData class in is designed to serve as a flexible container for arbitrary data, akin to JavaScript objects. Its primary purpose is twofold:

  • Deserialization from JSON: It allows data received from the server in JSON format to be efficiently parsed and stored in a way that can be accessed within Unreal Engine. This ensures that arbitrary data stored on each Entity (strings, numbers, booleans, arrays and nested objects) can be translated into native Unreal Engine data structures.

  • Serialization to JSON: Conversely, the class enables the construction of arbitary data structures which can be serialized and sent to the server as the body of the message in a SendMessage call.

This is particularly useful when using Blueprints to both access data on Entity instances and also when constructing messages for SendMessage. Should you want to handle serialization and deserialization yourself, the original JSON of an Entity is available in the DataJSON property and raw JSON messages can be sent using the SendJSONMessage function of the PlanetaryProcessing, so MessageData is entirely optional.

Functions

NameParametersReturn TypeDescription

static ConvertBoolToMessageData

bool Value

UMessageData*

Implicit conversion of a boolean value to a MessageData instance.

static ConvertIntToMessageData

int32 Value

UMessageData*

Implicit conversion of an integer value to a MessageData instance.

static ConvertFloatToMessageData

float Value

UMessageData*

Implicit conversion of a float value to a MessageData instance.

static ConvertStringToMessageData

const FString& Value

UMessageData*

Implicit conversion of a string value to a MessageData instance.

static ConvertArrayToMessageData

const TArray<UMessageData*>& Value

UMessageData*

Implicit conversion of an array of MessageData instances to a MessageData instance.

static ConvertObjectToMessageData

const TMap<FString, UMessageData*>& Value

UMessageData*

Implicit conversion of a map of MessageData instances to a MessageData instance.

GetString

None

FString

Returns the stored string value, if type is String.

GetDouble

None

double

Returns the stored double value, if type is Double.

GetInt

None

int32

Returns the stored integer value, if type is Int.

GetBool

None

bool

Returns the stored boolean value, if type is Bool.

GetObject

None

TMap<FString, UMessageData*>

Returns the stored object value, if type is Object.

GetArray

None

TArray<UMessageData*>

Returns the stored array value, if type is Array.

GetActiveType

None

EVariantType

Returns the active variant type of the message data.

SerializeToJson

None

FString

Serializes the message data to JSON format.

static SerializeMapToJson

const TMap<FString, UMessageData*>& Map

FString

Serializes a map of UMessageData to JSON format.

DeserializeFromJson

const FString& JsonString

void

Deserializes JSON string into message data.

Blueprints

The Planetary Processing plugin is packaged with a number of example Blueprints. These serve to show how to carry out some basic functions using the Planetary Processing plugin.

PP_ExamplePlayerController

This blueprint is provided to demonstrate how to initialize your Planetary Processing instance and then how to carry out the fundamental processes required to make use of it.

Variables

NameTypeDescription

PlanetaryProcessingInstance

Planetary Processing Object Reference

Reference to the Planetary Processing singleton.

LoginWidgetInstance

PP Example Login Object Reference

Stores a reference to the Login Widget when it is shown.

LocationMessage

Map<string: Message Data Object Reference>

A message to be used in a call to SendMessage.

EntityMap

Map<string: Entity Actor Class Reference>

Used to map Entity types to the Entity Actor they should spawn. The default values for this variable map both cat and tree to the PP_ExampleEntityActor as a demonstration.

Authentication

  1. Initializes PlanetaryProcessing singleton with a Game ID (Game ID available in the Planetary Processing Panel)

  2. Creates an instance of PP_ExampleLoginWidget and adds it to the viewport

  3. Binds the following to the OnAuthenticated event from the PlanetaryProcessing singleton 1. Short delay to ensure subsequent bindings are handled by the game thread 2. Remove the login widget from the viewport 3. Unbind all events from OnAuthenticated 4. Set up bindings for OnEntityAdded and OnConnectionError events from the PlanetaryProcessing singleton (see Entity Actor Spawning and Connection Error Handling) 5. Continues with game logic, in this case a custom event named StartGame

Entity Actor Spawning

  1. Looks up the EntityActor class reference in the EntityMap variable using the type from the OnEntityAddedEvent

  2. Uses the GetLocationVector function of the added Entity to create a Vector for the initial location of the EntityActor.

  3. Spawns an instance of the EntityActor

  4. Calls SetEntity on the EntityActor to associate it with the Entity that we are representing

If you wish, you can extend the script to remove spawning for the client player entity by adding a branch that filters entities with the same ID as the planetary processing instance's UUID. This only removes the player's own entity from the client, not other players.

Connection Error Handling

  1. Unbinds all events from OnEntityAdded and OnConnectionError

  2. Calls a custom event called ShowLogin, which feeds back into the authentication flow above

Update Entities

  1. On each tick, check if we are authenticated by calling IsAuthenticated on the PlanetaryProcessing instance

  2. If we are, call the Update function of the PlanetaryProcessing instance to process state changes received

  3. additonal - after this, we also call the SendPlayerCoords custom event (see Send Player Coordinates Message)

Send Player Coordinates Message

  1. Called on each tick (see last step of Update Entities above)

  2. Gets the Location of the Player Pawn Actor

  3. Calls the ConvertVectorToServerCoordsMessageData static function from the PlanetaryProcessing class. This gives us a map of strings to MessageData with the x, y and z values set based on the player position, adjusted to match the Planetary Processing coordinate system

  4. Uses the implicit conversion of a boolean to MessageData as the value for a new key of threedee in our map

  5. Calls SendMessage on our PlanetaryProcessing instance with our message map as an argument

PP_ExampleEntityActor

This blueprint shows how to bind to the OnUpdated and OnRemoved events for an EntityActor.

Event Binding

  1. Binds to the OnUpdated event for the EntityActor. Calls SetActorLocationToEntityCoords to update the Actor's location to match the Entity

  2. Binds to the OnRemoved event for the EntityActor. Destroys the Actor when this event is broadcast

Note: for the actor to move correctly, following the server-side location, the actor must have physics disabled.

If you wish to retrieve the location vector of an entity before it is set, you can do so with the following example. Replace the print function with functions of your choice. This is particularly useful for smoothing movement on the client side.

PP_ExampleLoginWidget

This is a simple login widget which calls the Connect function and handles errors.

Login Click

  1. Hides the error message (effectively resetting the error state of the login form)

  2. Gets the PlanetaryProcessing singleton instance

  3. Calls the Connect function on the PlanetaryProcessing instance with the username and password from the form

Error Handling

  1. Binds to the OnConnectionError event when the widget is initialized

  2. Sets the error message to be visible when OnConnectionError is broadcast

Last updated