I’m still having trouble modifying the default weapon. below is a video show me exporting/importing using 3dsmax It wont work, Using blender it works but when it uses reload animation it puts gun on it’s side. Can anyone help me and tell me what I’m doing wrong how to fix this?
Thank you so much. Was driving me insane! Can confirm you need to follow all of those steps.
I’ve encountered a problem with Generic Shooter and blendspace networking. The setup is as follows (see screenshots):
- The player animation blueprint calculates the player speed based on the velocity vector length and puts it in a speed variable.
- The state machine has a running state which uses a running animation blendspace (I was using the default RifleAnimsetPro blendspace) which takes the speed variable as input.
Singleplayer the animation works as expected, the running speed is adjusted according to the speed variable. In multiplayer it works fine for the client: both client and server see the right blendspace animation. If the server moves, however, only the server sees the right blendspace animation. The client sees the blendspace animation play too fast.
The value of the input variable (speed) for the blendspace is the same on both client and server, so it shouldn’t be a variable replication issue. I’ve also tested it with a blendspace I made on my own and the issue persists. I first suspected this was an engine bug, but it doesn’t happen when I use exactly the same blendspace and animation blueprint in the ThirdPerson content example.
Any help would be greatly appreciated, as this basically breaks multiplayer animations in Generic Shooter.
EDIT: The same problem exists in the Generic Shooter out of the box: The running animations of the char of the listen server are played too fast on the clients. Any idea why this might be the case?
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Select the root node and delete it.
Your scene should be set up like this. One mesh and your skeleton with one root.
Attaching replication problem
Hello,
Anyone with Replication knowledge can help me with that one.
I was trying to attach a weapon to a new socket but it only works well on Listen server.
Below, the legends for the pictures in the attached images:
1 - 1st person view from the Server Client.
2 - Event Input Action to equip a weapon to the left shoulder. Works fine on the Server.
3 - 1st person view from the Remote Client. The weapon attached in the Server client is dropped and do not attach in the mesh.
4 - Event Input Action to equip a weapon to the left shoulder in Remote client window. Does nothing, only the prints.
5 - In the Server Client window, you can see the weapon attached on the client.
I’m having a problem in the replication of the sequence, but I can’t see what’s wrong.
All my BP’s logic in the sequence:
***The Equip_Alternative_Weapons function is almost exactly as the Give Default Weapons, just without the Loop and the Default Weapons Array.
Cheers
Has anyone found what is driving main menu text and other things?
I am trying to add a new “button” into main menu and suddenly, all others have their text missing.
Edit: Reversed commit and all of them have texts back but when I want to add new button, it wont go beyond 5 items in the list.
Not without rewriting some of the weapon network layer.
I believe you posted the found solution in the Slack but not here. The solution to this is to “enable update rate optimizations” in the “optimization” tab of the player mesh in the BP_PlayerCharacter blueprint. This will be done by default on the next GS update.
Generic Shooter doesn’t really support having two weapons equipped at once. Things like OnHolsterFinished and related assume that you only have one weapon equipped. I’ll consider making this more expandable in the future, but currently this would take a lot of work and is kind of… ‘not supported’. You’re getting into some advanced ‘custom’ replication stuff.
To add a button, add a WB_MenuButton as a child of the Vertical Box widget in the main menu. You can set its text using the Button Text property:
&stc=1To bind behavior on click, in that same details pane, scroll down and you should see an OnButtonPressed event you can bind to.
If your button is not being displayed, you might need to make the display size of the widget bigger in BP_MainMenu, as it could be the widget simply just isn’t big enough to display your button.
Facepalm on me ! Lol, I was scrolling up and down and didnt see it, though it is being set somewhere else Thanks man.
Can’t use multiplayer anyway
Yup, the same thing happens to me. I can find the server. but the ping is 9999 and I can’t connect. ports open, nothing disabling network connection.
Already changed the 0 to 1 “fix” on LAN/online.
Works great over LAN though
Steam docs coming eventually…
but if you see a ping of 9999, it usually means that Steam is aware that a session exists but your local machine can’t reach it for one reason or another. If it can’t ping it, there is no way it can connect to it.
Heya, I actually got steam enabled with the new steamv134 steamworks… overlay pops… gets ids… names server after steamid name… works swimmingly… however… when searching for a server, it doesn’t seem to search at all… it searches for like a split second and says no servers… the serverlist is supposed to work as is after steam is enabled isnt it? Do I have to change the way it searches for a server?
Also, in the output log packaging:
LogOnline:Display: STEAM: Loading Steam SDK 1.32
LogOnline:Warning: STEAM: Steam API disabled!
LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogVoice:Warning: Failed to initialize voice interface
is it odd that its showing api disabled? and 132 version when i have the v134 steamworks working in it?
I know steamdocs for enabling steam are coming, but it seems I’ve gotten steam enabled… just curious if you or others who have done it had to do anything to serverlist to get it to search properly…
Any ideas?
EDIT:
Actually I didn’t have the port set, now the port is set it searches properly and shows up in the serverlist… however, its with 0/0 players and no name… though the ping shows up and shows up right, not as 9999… anyone know what causes that?
Edit again:
Seems it goes from not showing up (most of the time) to showing up without a name and 0/0 but with a good ping, and once in a blue moon it all shows up but the ping is the 9999 unreachable…
No firewalls, this steam setup tested on a simple project with just a host and find, works there.
No idea what to think or how to progress from here… lol…
Ok so despite the cook errors this package is still better than anything else I was working with so I decided to get back to it. I was having cook errors even from the unedited download from the Marketplace which made me think that maybe I downloaded a corrupt version from the marketplace as everyone was saying they were not having any issues. I took a look at the error log from trying to cook the package and all the errors were filename too long. Which I can fix and it should cook then but my question is does no one else get that cook error when they try and package this project? Do I have a broken version of unreal installed that shouldn’t be giving me these errors?
Hard to see from the picture the error says this…
PackagingResults:Error: Error Error Couldn’t save package, filename is too long: C:/Users/User/Documents/Unreal Projects/GenericShooterSampleProje/Saved/Cooked/WindowsNoEditor/GenericShooterSampleProje/Content/GenericShooter/Weapons/Common/RocketLauncher/Animations/1P/RocketLauncher_1P_WP_Reload_Montage.uasset
Hi Guys,
I’m having a hard time figuring out where the team info is sorted from. I have looked at WB_Lobby and BP_TeamInfo (among many others) and I can’t figure it out.
Here is what I am trying to do:
Create just two teams that are the only teams that are given as choices at the beginning of each match. One team will always be Team 0 and one team will always be Team 1. I have created children of the individual team blueprints but they never even show up in the random selection process. Is there a variable I can adjust or box I can tick in order to achieve this? Maybe this info is sorted in a place I am not looking?
Any info would be greatly appreciated. Thanks again, for an amazing template!
I believe teams are stored in BP_GameState ? Its in BlueprintLogic (maps, characters, hats are in BP_GameInstance)
I had the same thing happen after I derived a new class from character movement. Had to manually delete all the c++ files and migrate assets to a new project to fix it.
Yeah, sometimes it act stupid but I am glad its working now
I’m having an issues with my child blueprints. I made a child blueprint based on the BP_PlayerCharacter but I cant add anything to my child BP. Even if I do a simple Print String it wont do nothing. I spawn my child BP and it can walk shoot crouch and everything the Parent BP can do but lets say I add code to Sprint it does nothing. Any idea why?
Nevermind Got it working
Hey guys,
I’m currently having a weird bug with parent/child blueprints. I have a few child-blueprint-weapons based on the instant-hit-weapon. From time to time the settings in the child blueprint (like fire sound, weapon name, etc.) get overwritten with the default values from the parent blueprint.
Is anybody else experiencing this, maybe this is even an engine bug?
I cant get my child BPs to do anything. Even a simple print string. There use to be a parent/child dependency issue but I thought that was fixed a few versions ago.
Nevermind got it working