Thanks for the information and link. I’ll check it again.
I’ve got the same issue with having to double click, heres my thread on it, I’d appreciate your help if possible.
I have done the same, but i cant figure out a way to show the ping of each server in the server browser… Any ideas?
interesting
Scheduled for future update
B
Oh wow, it’s been a while. Life, work, all that other stuff… But I am now going through this in 4.8.3 and ‘recreating’ it step by step, as the first step in doing a full out FPS in BP. I now know, after months of reading, that I will no doubt need to use some plugins that people have developed since then … which will improve things greatly. I know there is an advanced network sessions plugin for BP’s… it will add quite a bit to things. But as I do it, I am blogging it, so if any new people want to go through step by step, you can find it here.
Not sure if you are still curious, but when LAN is on, the engine does not cap client bandwidth, and double’s the amount of server updates.
Hmm… but LAN would generally be a local lan, and the server would be one of the people playing the game, so no issues with internet traffic or a potential master server, right? That would all be NOT LAN (or online)…
I think so, yes. The reason that LAN is not capped would be because LAN players only have to deal with router/ethernet speed, rather than internet speed, so they can afford to have the extra updates.
Makes sense. Thanks for the info, never saw that tidbit before.
First bits of the menu all together, next up will be the host and join stuff, using that Advanced Sessions plugin.
New installment up. Sorry took a while, had to rethink a lot of things, so there is a lot going on. Will add the next part later tonight.
All the way through the hosting menu and starting a session, next up will be the BP code for joining a session (with server list).
any chance upgrading it for 4.10 ?
this was moved to here: Yet another FPS blueprint tutorial... - Community Content, Tools and Tutorials - Unreal Engine Forums
which is 4.10… but I have not had time to work on it in a while.
Hi. Played around with your eariler version of the menu system (4.7) , do you think the playerstates could cause issues in the new 4.11 engine version?
I have a problem with a few clients connected to a server gets stuck after servertravel. They are still connected to the server, and load the new map, and if the server servertravel again, they also load the new map.
However they load a limbo-version of the map and possess nothing, they are just a floating player controller in the level, and never load any other players either.
Maybe you have any advice?
Best Regards