Im interested in purchasing this kit. are there any plans to add sample spells on a ui and casts plus a party/invite system? Also why is it not on the Unreal Store? I would have purchased it by now if it was avalible there.
Edit: Just purchased it.
Last edited by shaunalvarez; 05-10-2015, 06:14 PM.
Im interested in purchasing this kit. are there any plans to add sample spells on a ui and casts plus a party/invite system? Also why is it not on the Unreal Store? I would have purchased it by now if it was avalible there.
Edit: Just purchased it.
It's because it uses 3rd party plugins (VaRest) and also c++ code. Currently the marketplace will not allow for C++ code changes (or plugins).
Here is another happy customer, just bought to learn how to make multiplayer with blueprint, codespartan was always there to help on skype, recommended.
I'm just wondering if a first person view can be added? Is it possible? I'm fairly new to unreal engine and C++!
Hi, you don't need C++ for that but you do have to be familiar with blueprints and how to make a first person view in a single player game. You could take a look at Unreal's FPS template project.
I have a question about your C++ part.
Do we need C++ code for the serveur connexion or we only need it's for Varest ?
I have see code for the quality of items but for the other i can't understand what the code do.
If we don't use C++ with your project what will no more work ?
I have a question about your C++ part.
Do we need C++ code for the serveur connexion or we only need it's for Varest ?
I have see code for the quality of items but for the other i can't understand what the code do.
If we don't use C++ with your project what will no more work ?
The project is about 95% blueprints, the C++ part is very small, but you can't just remove it (why would you want to?)
C++ is used for
1) connecting to the chat socket server (SocketConnect, exposed to blueprints) and
2) inventory item data assets ItemData and Equipment (since you can't create a new data asset type from the editor).
There are also a couple of new blueprint nodes in MMOUtility function library.
Has anyone had the problem of custom inventory icons showing as white squares in the inventory (after populating the item's data asset)?
Hi, all inventory item icons should be placed in the same folder as the demo item icons (/Game/MMO/Textures), since they are loaded from that folder when the game starts. (UE4 doesn't load textures which are not referenced automatically, and item icons are not referenced when the game starts)
If you want to change that folder, change this node in MMOPlayerController:
This was in the user guide, Troubleshooting section by the way.
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