Would you help me?
I followed the epic steam multiplayer tutorial where we made a “player info” structure.
Could you suggest how (where?) should we add the player score when we killed a player?
The “original” player state doesn’t have an own/editable blueprint. (only has “get score”)
But if I create own player state with added variables also cannot increase the score
Hm as far as I know
Player state contains the players score
Game state contains the teams score
Game mode contains and "decide " which team wins or loses
I made a setup ill share the pictures about it soon but still not the best one
see: Gameplay Framework in Unreal engine | Unreal Engine 5.1 Documentation
Maybe you forgot an important thing, multi player game should do things like kills and score in server, and the game mode runs only on server, so you can do it like that, when player kills,check if it’s run on server, if so ,call the game mode to add team score and then add player score
player graph:
That’s fine, and I have 2 suggestions: add a Switch Has Authority node to ensure the functions about score run on server(only the pawns run on server will execute the function, clients only receive the replicated result), add a replicate Enum variable as team, not a flag
you mean like this?
Its in player blueprint when killing somebody and his health is less than 0:
and the team score collecting is in game state (see above)