The update was meant to be out right away, but it took longer than expected to get it updated on the launcher.
If you haven’t started making your own commands and UI changes (Or if you have only made a few that are easy to remake)
I would highly recommend using the new version as it will take less time to migrate the new version than trying to update all the changes yourself.
If you contact support@vanguardinteractive.com I am happy to migrate these changes for you and anyone else in your projects.
I apologize again for the issues with getting the update out quickly at launch and If you would like to make these changes yourself please let me know if you run into any issues by email so I can help.
UPDATE 1.2 - Notes
This is a very small update that fixes one bug. The update was submitted to Epic March 7th 2016.*
Bug Fix - Promote Guild Leader command not working.
*The command was meant to be included in the release but for some reason part of it was missing, oops.
This is why you see it already partially setup as a command in the social system but it isn’t working when you use it.
*
I have uploaded images to show you how to implement the Guild Command for promoting a new Guild Leader.
This is very similar to promoting a party Leader and only has 2 steps to implement as the GuildCommands Macro and ListCommands already has the command setup. For more information on how commands work please watch the tutorial video for adding new commands & emotes.
Implementation Steps:
[SPOILER]
1.) Create a new server function in the SocialSystemComponent called SetGuildLeader with this implementation.
*You should make this a **private *function and the local variables you will need to add all have the Local prefix in their variable name.
2.) Update the function in the SocialSystemComponent called Command_GuildLeader with this implementation. The local variables you will need to add all have the Local prefix in their variable name.
I recommend trying to implement it yourself because it will teach you how you can use the macros and existing functions to build your own commands pretty quickly.
Thanks for the heads up. We’ve had this for a week or so and have been trying to find time to integrate it into our project. Making a sticky note about this post.
All new commands added will also be given the same treatment of a post with instructions on how to add them.
This way you can add them into your migrated projects easily (if you want them) without needing to merge newer versions released on the launcher.
It works on a regular listen server or dedicated servers.
Please email me at support@vanguardinteractive.com and show me a screen shot of what you are seeing. That way I can quickly help you with the issue you are facing.
If you go into Blueprints/Social/**SocialSystemComponent **there is a function called OnPlayerLogin() that has the logic for the server message and also to retrieve a guilds MOTD if you are a member of a guild.
is there a way, when another user sends an invite, I can make my UI(with accept decline) appear on the other clients screen bypassing the need to type /guildaccept etc…
A good place to integrate this would be when the player receives a PendingGuildInviteID as it is replicated from the server to the client so you can trigger to show the UI prompt when this is changed. Note: It’s an INT variable and -1 means no pending invite, so when the value is >= 0 they currently have an invite. Once they accept or decline it is set back to -1 (NULL)
Then have the UI buttons simply send the command you pressed to the server. To do this for the Guild commands just have the client call the SocialSystemComponent’s Event Server_ExecuteGuildCommand and input “GAccept” or “GDecline” as the Command name input.
The same idea for Party invites, but it would be **PendingPartyInviteID, **the Event Server_ExecutePartyCommand and input “Accept” or “Decline”. Note: You can see all the proper Command names in the first column of the ListCommands DataTable. If you input an invalid command name nothing will happen when you tell the server to execute the command.
Version 1.3 - Version 4.11 - Submitted April 1st 2016
------- Update Notes -------
This is just a very quick update for Epic so they can mark the asset as supporting 4.11 on the marketplace and launcher.
**You can upgrade your existing projects from 4.10 to 4.11 and everything will work just fine. ** Just make sure to double check the Project Settings to make sure the default server mode and server map are configured correctly after upgrading.
Hello, I’m considering purchasing the Advanced Social System… (I was going to abbreviate the name but decided against it…). What type of server technology is required to run this? MySQL, java? Does the system retain the guild affiliation between sessions or is this something that I would have to write in?
You add it to your blueprint, so it works on the that specific map.
Say you open Map.exe port 7777, all players on this map will be able to talk to each other. However they wont be able to communicate with players from a Map2.exe port 7778. To do this you might need to implement an external chatServer.exe that receives all messages people send and they sends it back to all connected maps (so in the blueprints you should basically connect to this chatServer). This is not difficult to implement though, just some basic C++ or C to create the exe and receive the info and send it back to all connected maps (sockets?).
Regarding if the system retains guild affiliation between sessions, couldn’t tell. Lets wait for the owner.
And the server technology to run this… well, blueprints.
PS: I’m glad you did not abbreviated the name… lol
If you want to save player data, guild data, etc. You will have to have the server save and load that from a Database or Savefile.
The DataTables used as demo data can not be changed at runtime and are loaded when the server starts. I am using DataTables for the demo data as it is a clean way of showing you how to handle the data and easy to swap out with your own data management solutions.
There are plenty of tutorials on unreal save/load. Also the VaRest plugin is a great way to save/load data in blueprints with a database.
I would happily purchase another set if it was a combination of AdvSocSys & ARPGIS in one project. (Our game is not TopDown.) Time being our least plentiful resource, it would be much more cost efficient to purchase a new combined kit than to periodically bang our heads against the wall trying to figure out the details.