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, you must first download the plugin files from our website, you will need to be logged into your Planetary Processing account to do so, the link is: https://files.planetaryprocessing.io/builds/downloads/artefactid/107/version/latest/dist/dist.tar

Or use a legacy version: 5.4, 5.5.

You'll need then to extract this and move the contents of the lib directory into a directory called PlanetaryProcessing in the Plugins directory at the root level of your project. You'll need to create the Plugins directory if it does not already exist.

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.

Entity Class

This class represents an Entity in the Planetary Processing system. It contains all the data of the corresponding entity on your game server. The Entity Types can be matched up with the EntityActor class using the Entity Map variable.

EntityActor Class

This class extends the Unreal Engine Actor class, spawning an Actor in your game client 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 could be an Entity Actor for a 'tree' Entity Type. Meanwhile a 'Cat' class could be a completely different Entity Actor with a separate mesh component and 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 its associated Entity is either updated or removed.

ChunkActor Class

Use of this class is optional. Similar to the Entity Actor, this class spawns an Actor in your game client. If used, an Actor is spawned at the bottom-left corner of every Chunk in your game simulation.

The main purpose of the Chunk Actor is to store information, such as data about nearby terrain. In most cases the Chunk Actor will not need a mesh, since it cannot move or act.

Chunks only have one type, 'chunk'. A subclass of Chunk Actor must be defined in the Chunk Map using the key 'chunk'. You must also define the Chunk Size integer variable, using the chunk size set in your online game.

The ChunkActor class is intended to have an Chunk associated with it once created, via SetChunk. With this set, the ChunkActor class will automatically broadcast OnUpdated and OnRemoved events accordingly, as its associated Chunk is either updated or goes out of range of a Chunkloader.

MessageData Class

The MessageData class 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 update messages 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 the 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 arbitrary data structures which can be serialized and sent to the server as the body of the message in a SendMessage call.

Hence it can be used in Blueprints to both access data on Entity instances and construct messages for SendMessage.

If you want to handle serialization and deserialization yourself, without MessageData, the original JSON of an Entity is available in the DataJSON property of that class. Raw JSON messages can also be sent using the SendJSONMessage function of the PlanetaryProcessing class.

Event Class

The Event Class handles manual server-to-client messaging. Every tick, if a message has been sent from the server using api.client.Message(), the Unreal custom event OnEventReceived_Event is triggered.

Use this to handle data sent to a specific player client, as opposed to entity data which is sent to all player clients.

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. These blueprints are PP_ExamplePlayerController, PP_ExampleEntityActor, and the PP_ExampleLoginWidget.

PP_ExamplePlayerController

This blueprint demonstrates how to initialize your Planetary Processing instance and then how to carry out the fundamental processes required to make use of it. These include establishing the connection, initializing entities, maintaining the connection, and processing messages to and from the server.

Authentication

There are two stages to authentication: initializing the connection the game server and joining the validated connection's processing.

Authentication

Initializing the connection:

  1. Event BeginPlay/Show Login -> Init -> Set

  2. Create PP Example Login Widget Widget -> Set -> Add to Viewport

  3. Planetary Processing Instance -> Bind Event to On Authenticated -> OnAuthenticated_Event

Joining a valid connection:

  1. OnAuthenticated_Event -> Delay

    • A short delay ensures subsequent bindings are handled by the game thread.

  2. Login Widget Instance -> Remove from Parent -> Set

    • Remove the login widget from the viewport.

  3. Unbind All Events from On Authenticated -> Planetary Processing Instance

  4. Planetary Processing Instance - > Bind Event to On Entity Added -> Bind Event to On Connection Error

  5. Start Game -> Start Game (Custom Event)

    • Continue with game logic, in this case a custom event named StartGame.

Entity Actor Spawning

Entity Actor Spawning
  1. OnEntityAdded_Event -> GetType / Entity Map -> Find

  2. GetLocationVector -> Make Transform

  3. Find / Branch / Make Transform -> Spawn Actor

  4. OnEntityAdded_Event / Spawn Actor -> Set Entity

If you wish, you can extend the script to remove spawning for the client player entity. This can be done by adding an extra branch to filter 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.

Chunk Actor Spawning

  1. OnChunkAdded_Event -> Entity Map -> Find

    • Look up the ChunkActor class reference in the ChunkMap variable using the key 'chunk'.

  2. GetLocationVector / Chunk Size -> Multiply -> Make Transform

    • Use the GetLocationVector function of the added Chunk to get its X and Y values. Multiply these by the Chunk Size to create a Vector for the location of the ChunkActor.

  3. Find / Branch / Make Transform -> Spawn Actor

    • If the 'chunk' key is in use, spawn an instance of the ChunkActor.

  4. OnChunkAdded_Event / Spawn Actor -> Set Chunk

    • Call SetChunk on the ChunkActor to associate it with the Chunk that we are representing.

Connection Error Handling

If the connection fails, cease processing the world and return to the authentication login.

Connection Error Handling
  1. OnConnectionError_Event / Planetary Processing Instance -> Unbind All Events from On Entity Added / Planetary Processing Instance -> Unbind All Events from On Connection Error

  2. Show Login -> Show Login Custom Event

Update Entities

Update Entities
  1. Planetary Processing Instance -> IsAuthenticated / Event Tick -> Branch

  2. Branch -> Sequence / Planetary Processing Instance -> Update -> OnUpdated_Event

  3. Sequence -> Send Player Coords -> SendPlayerCoords (Custom Event)

Send Player Coordinates Message

Send Player Coordinates Message
  1. Send Player Coords (Custom Event) -> ...

  2. Get Player Pawn -> Get Actor Location

    • Get the location of the Player Pawn Actor.

  3. Convert Vector To Server Coords Message Data -> Set

  4. Set / To MessageData (bool) -> Add

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

  5. Add / Planetary Processing Instance / Set -> Send Message

Server to Client Event Messaging (example)

Receive Server to Client Message
  1. OnEventReceived_Event (Custom Event) -> Get Map

    • Get a message map sent to this player client.

  2. Find -> Get String -> Print String

    • Use a key to find a specific value in the map, and define what data type that value is expected to be. Then print the value.

PP_ExampleEntityActor

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

Event Binding

Entity Actor Event Binding
  1. Event BeginPlay -> Bind Event to On Updated -> OnUpdated_Event -> Set Actor Location to Entity Coords

  2. Bind Event to On Removed -> OnRemoved_Event -> Destroy Actor

For the actor to follow the server-side location, without issue, it must have physics disabled on the clientside.

If you wish to retrieve the location vector of an entity before it is set automatically, you can use the following example. Replace the Print String function with functions of your choice.

PP_ExampleChunkActor

This blueprint shows how to bind to the OnUpdated and OnRemoved events for a ChunkActor.

Event Binding

  1. Event BeginPlay -> Bind Event to On Updated -> OnUpdated_Event -> Set Actor Location to Chunk Coords

    • Bind to the OnUpdated event for the ChunkActor. Calls SetActorLocationToChunkCoords to update the Actor's location to match the Entity.

  2. Bind Event to On Removed -> OnRemoved_Event -> Destroy Actor

    • Bind to the OnRemoved event for the ChunkActor. Destroys the Actor when this event is broadcast.

PP_ExampleLoginWidget

This is a simple login widget which calls the Connect function and displays an error if the connection fails.

Login Click

Login Click
  1. OnClicked (Login_Button) / Error Message Text -> Set Visibility

    • Hide the error message (effectively resetting the error state of the login form) when clicked.

  2. Username / Password -> GetText -> Get Planetary Processing Instance / To String (Text) -> Connect

Error Handling

Login Error Handling
  1. Event On Initialized -> Get Planetary Processing Instance -> Bind Event to On Connection Error -> OnConnectionError_Event

  2. OnConnectionError_Event / Error Message Text -> Set

API

PlanetaryProcessing Class

Properties

Name
Type
Description

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

Name
Parameters
Return Type
Description

static Init

int32 InGameID

UPlanetaryProcessing*

Initializes the Planetary Processing singleton with the given game ID. If called again, 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 initial socket connection to the server is active.

SendMessage

const TMap<FString, UMessageData*>& Message

void

Sends a message to the server, using the MessageData format.

SendDirectMessage

const FString TargetUUID,

const TMap<FString, UMessageData*>& Message

void

Sends a message to a specified entity instance on the server, using the MessageData format.

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 used in Planetary Processing.

static ConvertVectorToServerCoordsMessageData

const FVector& InVector

TMap<FString, UMessageData*>

Converts an Unreal Engine Vector into MessageData with x, y and z values set in the Planetary Processing coordinate system.

Delegates

Delegate
Parameter
Description

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 already been spawned based on this Entity, the EntityActor will re-broadcast this as an OnUpdated event.

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.

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

Properties

Name
Type
Description

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.

DataJSON

FString

JSON representation of the additional entity Data.

Type

FString

Type of the entity.

Functions

Name
Parameters
Return Type
Description

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

Properties

Name
Type
Description

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

Name
Parameters
Return Type
Description

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


ChunkActor Class

Properties

Name
Type
Description

Chunk

UChunk*

The chunk associated with this actor.

OnUpdated

FOnChunkUpdatedEvent

Delegate called when the chunk is updated.

OnRemoved

FOnChunkRemovedEvent

Delegate called when the chunk is removed.

Functions

Name
Parameters
Return Type
Description

SetChunk

UChunk* InChunk

void

Sets the chunk for this actor.

SetActorLocationToChunkCoords

None

void

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


MessageData Class

Functions

Name
Parameters
Return Type
Description

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.


Event Class

Name
Type
Description

Event Data

TMap<FString, UMessageData*>

A manual message received from the server.

PP_ExamplePlayerController

Variables

Name
Type
Description

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

TMap<FString: Message Data Object Reference>

A message to be used in a call to SendMessage.

EntityMap

TMap<FString: 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.

ChunkMap

TMap<FString: Chunk Actor Class Reference>

Used to defined the Chunk Actor for chunks. By default this map is blank, but can be initialised using the key 'chunk'.

ChunkSize

int32

Defines the chunk size on the clientside. Must be the same as on the game server.


PP_ExampleLoginWidget

Variables

Name
Type
Description

Username

UEditableTextBox

A text box widget for entering a username.

Password

UEditableTextBox

A text box widget for entering a password.

Login_Button

UButton

A button widget for triggering the OnClicked event, to connect to the game server.

ErrorMessageText

UTextBlock

Error text displayed, when a connection fails

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