I have resolved this problem . I think this is one compatible problem . In Unreal 4.8.3 , the VaRestJson need some modification , in UVaRestJsonObject* UVaRestRequestJSON::GetResponseObject() , before return ResponseJsonObj add this line ResponseJsonObj->DecodeJson(ResponseContent) .
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MMO Starter Kit
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Sellfy link brokenWebsite/Portfolio: http://www.VictorBurgosGames.com
Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!
Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/
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Hey - Quick question. Whats the easiest way to determine if there is an inventory or character or any other window open that requires a mouse pointer. Trying to turn it on and off but not sure if I have to build logic around all scenarios or if there is a simpler way to determine if windows are open.
C
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Originally posted by MrMrC View PostHey - Quick question. Whats the easiest way to determine if there is an inventory or character or any other window open that requires a mouse pointer. Trying to turn it on and off but not sure if I have to build logic around all scenarios or if there is a simpler way to determine if windows are open.
C
Sellfy link broken
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I just had to buy it ^^
Anyhow some bugreports i'm not sure if anyone else has mentioned these.
At times mobs respawn as greymarked, cannot be attacked and can still be looted.
Also some times after rightclicking a mob and then marking it again with a left click it will still be red as if marked to be attacked.
Now I just have to get into this all.
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Hey there CodeSpartan, great work by the way! Ive been getting into shaping the kit to fit my projects needs and so far haven't done much at all except delete much of the demo content and set up my server. Everything seems to work fine except the inventory and the quests aren't saving on exit. I'm not sure why because the player position, stats and even equipment are saving so I know it connects and works with my SQL.
Ive even just tested the "out of the box" zip version with the same results. all I changed was the server URL to point to my DB. No errors or anything just no entries made in the DB under Inventory or Quests.
Any help would be awesome. Thanks.
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Should probably be under the community tools section imo.WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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Originally posted by Thorn View PostHey there CodeSpartan, great work by the way! Ive been getting into shaping the kit to fit my projects needs and so far haven't done much at all except delete much of the demo content and set up my server. Everything seems to work fine except the inventory and the quests aren't saving on exit. I'm not sure why because the player position, stats and even equipment are saving so I know it connects and works with my SQL.
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Hey CodeSpartan, I have bought your mmo kit, and it's great. But I've run into some problems, and I would really like your help.
First off, when I edit the DraggableWindow blueprint (Add text, new background etc.) the FullUI BP breaks along with several other files (MMOController, MyCharacter etc.), all the "draggablewindow" nodes gets cut off, and I have to manually place them the right places again afterwards, which is rather time consuming.
Second off, the inventory doll in the equipment window is just a gray box, and if I open the guymodular bp, all the meshes in there are very different sizes (in the viewport).
Thanks
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Originally posted by Darthlatte View Postthe inventory doll in the equipment window is just a gray box, and if I open the guymodular bp, all the meshes in there are very different sizes (in the viewport).
when I edit the DraggableWindow blueprint (Add text, new background etc.) the FullUI BP breaks along with several other files (MMOController, MyCharacter etc.), all the "draggablewindow" nodes gets cut off, and I have to manually place them the right places again afterwards, which is rather time consuming.
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Thanks for the infoI got it somewhat working. Only problem now is that I have to restart the editor everytime I edit the draggablewindow bp, to keep the nodes from breaking...
Some other questions: I have followed your documentation about replacing the player character, and have done so with working animations etc. But the problem is that now I cant attack the NPCs. Do you have any idea why? My attack animation should be setup correctly.
On another note, how difficult would it be to add the ability to rotate the player character in the umg? So you could drag the model around to better see your gear etc?
Thanks a lot
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I'm thinking that maybe the reason why I can't get the player to attack, might be because I have created a new model which is not modular? Also, how would I go about equipping through the inventory window, when my model is not modular?Last edited by Darthlatte; 08-13-2015, 10:18 AM.
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