How do you know who won the previous round? So that the winner always has a crown on his head. Until he is eliminated and the crown passes to the next player who wins the round. Thanks
Hi @3xtremeRules , It would be great if you can provide context for you project, What you are trying to do and where you are failing for members here to help you.
Hey there @3xtremeRules! In general depending on your game’s layout and if it’s online multiplayer or local, will change how you would approach persistent data between players.
In the case of local multiplayer, it’s as easy as retaining the winner as a variable in the game state (which is persistent for as long as the game is running) and attaching the crown on round starts.
Though in online multiplayer, this can differ wildly. When using seamless travel, it’s possible to carry over (persist) actors from the current level to the new one. This is useful for certain actors, like inventory items, players, etc.
By default, these actors will persist automatically:
- The
GameMode
actor (server only)- Any actors further added via
AGameModeBase::GetSeamlessTravelActorList
- Any actors further added via
- All Controllers that have a valid
PlayerState
(server only) - All
PlayerControllers
(server only) - All local
PlayerControllers
(server and client)- Any actors further added via
APlayerController::GetSeamlessTravelActorList
called on localPlayerControllers
- Any actors further added via
Otherwise for competitive games with validation, you’re probably better off keeping track of wins in a central location such as a server. If it’s only persistent for that session I’d recommend seamless travel.
Hello, Basically I’m very new to all this creating maps. This is my first map, 4185-5587-3551. A simple BoxFight map. And on this same map I wanted to add something more interesting. Pin an object, in this case a crown, above the head of the player who wins the round. I would like to be able to do that with VERSE. Because I’ve tried several ways and it never works 100%. The closest solution was to end the round with a player counter, when there was only one player left, that same player was changed to class 2 and a trigger was activated with a 1 second delay that ended the game with the END GAME device. And at the beginning of each round it gave the class 2 Glow effect, but it wasn’t always working… Thanks for your help
Ahhh I see what happened! You had posted in the Unreal Engine portion of the forums, so these answers were geared towards Unreal Engine itself and not UEFN. To get more support, I’ll go ahead and add the UEFN and verse tags to your post so it appears on the correct side of the forums.
I am not well versed in UEFN myself, though persistent data or global variables seem like they could be of assistance:
My problem is that I also don’t understand anything about VERSE, I would like to try to solve this through UEFN but without having to use VERSE. Only if someone very generous was able to write this code for me… Which would be impossible…
Well if you would like some resources to learn verse, the best time to start learning anything is always now!
Getting Started:
Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.
or if you’d prefer video resources:
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