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+ (Note: the update for Unreal Engine 5.5 is still in development. Please use 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
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.
Properties
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
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
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
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
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
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
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
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
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
Initializes PlanetaryProcessing singleton with a Game ID (Game ID available in the Planetary Processing Panel)
Creates an instance of PP_ExampleLoginWidget and adds it to the viewport
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
Looks up the EntityActor class reference in the EntityMap variable using the type from the OnEntityAddedEvent
Uses the GetLocationVector function of the added Entity to create a Vector for the initial location of the EntityActor.
Spawns an instance of the EntityActor
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
Unbinds all events from OnEntityAdded and OnConnectionError
Calls a custom event called ShowLogin, which feeds back into the authentication flow above
Update Entities
On each tick, check if we are authenticated by calling IsAuthenticated on the PlanetaryProcessing instance
If we are, call the Update function of the PlanetaryProcessing instance to process state changes received
additonal - after this, we also call the SendPlayerCoords custom event (see Send Player Coordinates Message)
Send Player Coordinates Message
Called on each tick (see last step of Update Entities above)
Gets the Location of the Player Pawn Actor
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
Uses the implicit conversion of a boolean to MessageData as the value for a new key of threedee in our map
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
Binds to the OnUpdated event for the EntityActor. Calls SetActorLocationToEntityCoords to update the Actor's location to match the Entity
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
Hides the error message (effectively resetting the error state of the login form)
Gets the PlanetaryProcessing singleton instance
Calls the Connect function on the PlanetaryProcessing instance with the username and password from the form
Error Handling
Binds to the OnConnectionError event when the widget is initialized
Sets the error message to be visible when OnConnectionError is broadcast
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