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Ha! It was really simple once I realized the conditions for my variables included "Skip owner"... oh thank god...
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This is in PHP, and I do not believe Unreal has a PHP engine built in. It works on web because you have a web engine taking php and executing it against...Last edited by dreph27; 02-26-2021, 01:05 PM.
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Ok super geniuses! Riddle me this!?
Using a "Character" blueprint and character movement, I have come to a hitch, and I'm sure...
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TL;DR: It all really depends, and you'll really only find out what you need by trying to execute it....
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I'm definitely having a hard time grasping the actual logistics. I'm going to be spending my free time experimenting with much smaller replication practices,...
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Alright, well I feel like I learned enough to know that I don't know anything. Thanks for everyone's help. I'm starting over from scratch and seeing...
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With all that said, would it be wise to use multicast to tell everyone the player has crouched? I shrink the size of the capsule collider manually but...
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You guys are helping me learn! I had no idea about this.
No, I was absolutely confident it was a code issue and me not quite...
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My variables are inside my AnimBP, so to set them I was casting to them.
Should I make player variables that refer to the player? Is that...
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Alrighty, well I tried replicating your logic in my controller and I'm having worse results than before.
Attached is the logic I'm using....
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Thank you so much for your reply, Mr. Wood. I'm going to go through and modify all of my movements.
Here is a question: When would one use...Last edited by dreph27; 02-22-2021, 03:47 PM.
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Ok, I lied. I still have jitter when playing over the internet. Is there some way to fix that?
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Ah, I figured out my issue.
I had all of my movement custom events not set to Reliable. My understanding now is that the checkbox for reliable...
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dreph27 started a topic Is this Multiplayer movement logic correct?Is this Multiplayer movement logic correct?
Ok, so I'm self taught at networking game stuff. I started in Unity (mirror) and I thought I had a pretty solid understanding of how to execute things...
Last edited by dreph27; 02-22-2021, 12:41 PM. Reason: The booleans added in the mix are for animations and other checks for player actions.
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Another thing to add, if I use "Create Binding" I am presented with a slate brush output... that's probably not a bug, but likely a feature...
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Ok, so I needed to confirm this was a bug, and I have created a nice clean, non-networked project to test, and I was able to replicate. Anyone else with...
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I'm noticing that all of my binds are not working for images.
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Ok, here's another weird thing... The first two images refer to what the tutorial says to do. It says to use this blueprint and bind the "AvatarImage"...
Last edited by dreph27; 02-17-2021, 04:16 PM.
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Ok, so I found my own resolution for the Host name. I had forgotten to hide pins when I was setting data to the struct, so that is resolved.
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Following a dated tutorial - but I don't think that's the problem
Ok, so I'm following along with this series about setting up multiplayer in UE, and I just completed this session, and I've finally run into an issue...
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