I've purchased the MMO Starter Kit, but was wondering if there is a barebones version that only has the login and session handling, not even the persistent world, multiplayer, character, items, etc.
I know that I can just gut the full Starter Kit, but it would be really messy and tedious. Basically, I just want the VA_rest with the login menu, PHP files, and basic login Blueprints.
I've noticed on the latest build on Sellfy that quests are not properly saved/updated on completion, which posts a "cannot find field name completed as bool" log by VArest in the server log. An easy way to fix this is to change the MMOPlayerState->On Response Get Character->Quest Progress blueprint comment group to this change:
I've purchased the MMO Starter Kit, but was wondering if there is a barebones version that only has the login and session handling, not even the persistent world, multiplayer, character, items, etc.
I know that I can just gut the full Starter Kit, but it would be really messy and tedious. Basically, I just want the VA_rest with the login menu, PHP files, and basic login Blueprints.
Thank you!
There are plenty of login tutorials across the web, VARest is a free plugin and you wouldn't even need to make a compiled dedicated server to use it, you honestly don't even need to know JSON if all you want to do is check JSON. It's basically just setting up the text fields to update a username and password variable, then sending that via a GET or POST request to a php login page that echoes a 1 for login good or 0 for login bad. The actual login blueprint is only like, 6 blocks not including variable references.
Hi CodeSpartan,
I was wondering if you'll be providing detailed upgrade instructions in the future in the same way as you did for the 4.12>4.13 release (editing the build.cs etc.)?
I realise for the C++ side of things changes can be checked with winmerge, so I'm mainly thinking of BP edits that you make.
Thanks.
Sorry for having kept you waiting. I think this error pops up if you happen to upload an empty file. But if you're uploading your game directory for the first time, it shouldn't be occurring. Try deleting everything on ftp and upload the game for the first time again. If it persists, send me your launcher in PM along with the config file and ftp credentials, so I can test it myself.
For all other questions, I'll try to go through the thread on this/next weekend. I'll also try to tackle the 4.14 then too.
Originally posted by Daniel Skipper GamesView Post
I was wondering if you'll be providing detailed upgrade instructions in the future in the same way as you did for the 4.12>4.13 release (editing the build.cs etc.)?
Sorry for having kept you waiting. I think this error pops up if you happen to upload an empty file. But if you're uploading your game directory for the first time, it shouldn't be occurring. Try deleting everything on ftp and upload the game for the first time again. If it persists, send me your launcher in PM along with the config file and ftp credentials, so I can test it myself.
For all other questions, I'll try to go through the thread on this/next weekend. I'll also try to tackle the 4.14 then too.
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
}
else
{
// Tag it as a UE4Game build
OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
}
}
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
// public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
// {
// if (HostPlatform == UnrealTargetPlatform.Mac)
// {
// return new List<UnrealTargetPlatform>();
// }
// return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux };
// }
// public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
// {
// return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
// }
}
your able to port it but maybe then the server wont work.
I've gotten permission from Zenimax (they were very nice) to build a fallout fan game as long as I didn't sell anything. SO I figured I would just make a little roleplaying server for me and my friends. I'm at a Game Design school so two weeks later I have a few friends working with me on this. However I wanted to come here for advice before I began severely messing with the player character.
Here's what I need: I'm trying to safely replace the current damage/combat system with my own, as well as the current animbp. I know this is a complicated process but I figured I would come to you all for at least some direction before getting myself into any chaos.
If it helps I'm aiming for a more "fps" like structure. Also if any of you are interested in talking about anything and everything, including projects current and past. I'd love to!
Hey Sqitshi, was able to open project in source-built 4.14 with your edit, however ut broke a couple items in the mmoplayerchar and mmocontroller blueprints, so probably going to wait to see what codespartans thinks for porting it.
Hey Sqitshi, was able to open project in source-built 4.14 with your edit, however ut broke a couple items in the mmoplayerchar and mmocontroller blueprints, so probably going to wait to see what codespartans thinks for porting it.
yes 2 things 1 in mmoplayercontroller and 1 other. i managed to fix that problems but i haven't tested till now if the server is broken.
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