Automating Team Balance and Customizing Weapon Spawn Mechanics

Hello Unreal Engine Community,

I’m currently working on a multiplayer project and facing a couple of challenges that I hope you can help me with.

  1. Team Balance Automation: In my game, players choose their teams before the game starts. Occasionally, teams become unbalanced due to the players’ choices or when players leave the game mid-session, resulting in an imbalance. I need a system that automatically balances teams when:
  • Players are choosing teams before the game starts, ensuring teams are as even as possible.
  • New players join mid-game (either as spectators initially, then participating in the next round), and are automatically assigned to the team with fewer players to maintain balance.
  1. Weapon Spawn Mechanics: I’ve set up item spawners with a list of weapons. I’m looking to implement a system where:
  • Weapons are randomly selected from the spawners, ensuring no duplicates or as few as possible.
  • There’s a balance in the class of weapons spawned (e.g., if there are 8 item spawners, I want two SMGs, two ARs, two shotguns, and two snipers).
  1. Class-Specific Weapon Restrictions: I’ve created a class that starts with a pistol. Is it possible to make this pistol non-removable from the player’s inventory while allowing them to drop other weapons they pick up during the game?

I would greatly appreciate any advice, scripts, blueprints, or pointers on how to achieve these functionalities. Your expertise is invaluable to me, and I thank you in advance for your help!

2 Likes

Hello again, Unreal Engine Community!

I wanted to gently bump this thread in hopes of getting some feedback or insights on the challenges I’ve shared above regarding team balance automation, weapon spawn mechanics, and class-specific weapon restrictions in my multiplayer project.

If anyone has any advice, scripts, blueprints, or pointers on how to tackle these issues, I would be incredibly grateful. Your expertise is invaluable to a fellow developer striving to create a balanced and engaging gameplay experience.

Thank you all once again for your time and help!