Hey all, new to UEFN and wanted some clarification how the game and round system worked.
In particular, I do not understand how the pregame phase is handled, how that relates to rounds (or prerounds?) and the game starting.
For example, if I want to wait until I have a certain number of people to start the game how do I do that?
If I want people to respawn elsewhere in between rounds how do I do that?
What triggers do I have to start the game vs start rounds? Especially in Verse? The verse prop team tutorial confused me a lot, since I am not sure if there is a pregame or they just wait to start rounds?
When you launch a session and test in Play Mode, there is no Pregame Phase, it starts you from Game Start.
Pregame Phase only happens in Private Uploads and Published Maps.
This is a little confusing at first, but pregame mechanics can only be properly tested in a Private Upload.
The pregame phase is waiting for the Game to Start, the Island Settings under Game Start give us options for time to wait and force start on max players.
The game will start automatically after Pregame phase, beginning with round 1.
Round End Conditions or Device/Verse setups can be set to determine how it ends
The game ends when all rounds are completed.
Some devices work pregame, a lot only work only after the game starts.
A game consists of 1 to 100 rounds, When finished it all starts over again from pregame phase.
Each new game, resets everything anew, Each round resets some devices, like spawnpads.
The game can be controlled basically by Island Settings, some choose to turn off all game ending conditions and manage the game with devices or verse and devices.
Players can be assigned to teams and classes, automatically or by verse/device
Teleporters, help with transitions
Spawnpads can be set to team and or class specific spawning.
Spawnpads have a priority setting to help with getting them to spawn in the right spot
Spawnpads have an Island Start setting where players first spawn on map, but it is ideal to make this a low priority spawnpad, otherwise everyone will respawn there.
Well actually I don’t know, I have mine set to 60, but I can’t remember checking, maybe thats when I’m making coffee… I always assumed it worked…
Barriers, Mutator Zones, Teleporters and Class Selectors work pregame. Also I don’t think players can die pregame,
Yes only pregame or game, game being a bunch of rounds
There is a spawnpad setting “Use as Island Start”, this is where all players go first.
You need at least 1 spawnpad per player per situation. eg 16 players in a split team scenario, needs at least 16 island start spawnpads, 8 team 1 pads and 8 team 2 pads.
In this case a joining player will spawn at an island start spawnpad, since the split team setting is automatic, the player will be assigned a team…but stuck in lobby unless they wait there until the round ends or manual respawn is enabled, then they will go to the team spawnpad… so have a system to get joining players into the action, like a teleporter.
Instead of delaying the round you could use the start of the round,
have the cinematic start on the round start event from a rounds setting device or the on player spawned event of gameplay spawnpads and keep players barricaded until its over.