I created a day/night cycle using blueprints timeline. I have it set so that 7200 hours = 1 game day, so it loops. Every 7200 seconds it starts back at 0. On the timeline when x = 0, y =0 and when x = 7200, y = 24
So its a 24 hour time. I have it set to a vriable named “Time” and when i print this variable i see the time as a string which is perfect. However, on the HUD/Widget I cannot access the variable named Time since its in the level blueprint. So I recreated the timeline in the HUD blueprint, and used the Timeline’s “Time” variable however, this time isnt synced between clients since the time starts when the HUD is spawned (when the user logs in) so even though the servers been live for 4 hours, when a user logs in their time starts at 12, instead of 4AM (the time it should be)
How should I create an in game clock for an MMORPG?
Would the same be done for the Day & Night Cycle?
I noticed a second bug: When the client logs into the server, the sun for them starts at the starting point rather than the current point where the sun should be since the server had been live for a while. I wonder if I can still access GameState timelines from the level blueprint
Or rather my objective should be using the Level’s actors (skysphere and sun direction) in the GameState
Could use Sky-sphere BP. I personally would make a replicated actor with nothing in it and use its blueprint to control theses things and place it on that map . As long as its replicated and and notifies when a player enters the world all should seem persistent like you want with the added benefit of better access.