Advanced Social System

Yes I did:


I think I’ve changed all the references of SocialPlayerState to MPTopDownPlayerState but I think it can’t work with this “getOwner” error. It’s strange because it works in the project created from the unreal launcher but not while merged with the topdown project

I tryied this for testing:

No compile error but still only one player can see the chat window. When I try to send a message in chat with this played, I get this error :

Ok, I had to delete the whole macro and rewrite it and now it works! I hate those UE bugs.
For strange reason, when running the game with two players in the editor, the player who join the server still can’t see the chat, has no player frame, etc. but it works on two different machine over LAN so it’s ok.

That is odd, it still sounds like the issue is simply with where it’s calling the Init. I will work on merging all 3 together into a new project next week and post where I initialize the Social System. Then you can update based on that.

Ok nice. Yes, I think my Init is not good.

If you want, I can send you a copy of my project as a base to save you some work.

yes please email support@vanguardinteractive.com with a link and I can take a look and let you know exactly what to change in your project.

Love your works!! Hope you do others as well. Any update on your combat system etc?!
Awesome work, thank you so much.

Combat system? Details?

Hi everbody,

I already merged *** with ARPGIS…Have a little concern…i can’t find where I set my values/variables of player. Alright do a Login system in ASP.NET using JSON request…but, where in project I can change values to PlayerState correcttly to set name of character…all things.

Pls help,
awaiting…

Inside the GameState class is where the Array for Players, Guilds and Parties are.
There is demo logic loading data from the demo DataTable into these arrays on server start. You will want to load your data from your database and populate these arrays.
You will also find functions for Creating Guilds/Parties and Loading Players/Guilds into the arrays that you can call as the server and pass in your information from your database/savefile/etc.

Hi! Awesome package your have here, very clean and understandable. I managed to implement the features into my project, however, is there a way so I can use the Steam Player Name instead of the Data-Table names Pirate, Ninja etc. ? How would I implement that ? Thanks in advance! :slight_smile:

How do I make the nameplate show up behind 3d objects instead of being visible through everything?

As mentioned in the reply above please look inside the GameState class as that’s where the Demo Data is loaded from the DataTable. You will want to load your data from a savefile/database so that you can write and save to it. Then it should just be as simple as getting the Steam Name and setting that as the player name when you create a new character. You’ll probably also want to save and use the STEAM USER ID in order to load the correct player. If you look in the PlayerController you will see a function called LoadPlayerInfo() where it loads the players data from the Players Array in the GameState based on an ID.

In the Demo DataTable the ID’s are 1, 2, 3, etc. So the demo just loads the next player that’s not loaded yet when you open a new client. You will want to change this to load the player based on the steam id.

I would recommend using the Advanced Sessions Plugin as it will help you by giving you some new Blueprint nodes to make getting information from the steam online subsystem a bit easier.

It’s just a 3D Widget in unreal, so you would want to set it’s Space property to World instead of Screen for how the 3D Widget component renders the UMG Widget in game.
The 3D Widget is attached as a component inside the SocialCharacter Class.

There should be lots of info around online on working with 3D Widgets available with all the VR work that has been done with unreal lately.

Please do not share the files publicly. this will allow anyone to download the assets illegally and for free.

The Advanced Social System is compatible with Unreal Engine 4.15.
Please feel free to update your projects from earlier versions without worries :slight_smile:

We’ve finally gotten around to re-integrating the AdvSocSys with our project and actually have managed to get it working this time.

We require significant modifications, however, and are certain that we are going to smash it beyond repair. :slight_smile:

In which part of the code is the partyframe populated? (shown on screen?)

In the SocialSystemComponent you can see the logic calls the client event Client_UpdatePartyFrames when a new party member is added to the party on the server. This event is what runs on the client and refreshes the Party Unit frames on the clients UI.

The HUDLayout contains a grid to hold the Party Widgets but the widgets themselves don’t get added until the Client_UpdatePartyFrames is called when you join a party of changes are made to the party.

If you are ever stuck finding how something works the best way to see the flow of logic is to take a quick look at the SocialSystemComponent. Everything is named cleanly and descriptively so the functions themselves are very easy to follow and see what the logic is doing.
(Incase it takes as bit to get a reply from me :D)

Hello All,

Just wanted to let you know the price for the Advanced Social System has been lowered by $10 permanently.
It’s a great modular system and easy to expand the commands and communications features if you want to create a more advanced online game.

The Advanced Social System will not be going on sale anytime in the near future.

Hi, I got Advanced Social System and i have VPS, please send link to any video tutorial how to set Advanced Social System on Server or if thear is no any video can you record short video how to set Advanced Social System in VPS or Dedicated Server.
It will help to many clients and you will make more sales. Thx

The Advanced Social System is compatible with the 4.16 update :slight_smile: