MMO Starter Kit

You want to modify the mmocreatecharacter.php and the Create Character Request function in UE4.
Then you receive character in PlayerState -> GetCharacterResponse on server

I don’t know if they made any headway with this since last time I had to work with steam api, but the way I did it last year - I modified the UE4 engine to add this stuff myself. It’s just a matter of exposing it.

I’ve rewritten the chat server almost from scratch for the next release, because it was getting buggy for some reason and I couldn’t see why.

The new version handles concurrency correctly (the old one did not). And it’s code that’s easier to read, I think. And the connection goes through this plugin https://unrealengine.com/marketplace…-socket-plugin
With it, you can serialize anything you want in blueprints – very easily.

Hopefully you’ll have better luck with this new version. I’ll release it when new UE4 version comes out.

HI Guys,

I seem to have had a brain fart… can someone give me a step by step on how to change the launcher logo (art by cg-qx.net picture)? I did it once a very long time ago and can’t seem to recreate it.

I thought it was posted here. but, searching can up short.

Anyone ?

Thank! I already defeated this task and realized how it works.

After reading the 135 pages of the thread here, I found that to change the art of the launcher, you need to go to E:\Claws Holder Can\AdditionalTools\Launcher\Source\launcher and open the .sln file, go to assets and change the picture. But, the location does not see to be able to be changed. So, I took my new picture of art I want to use and named it background_image.png and I pasted it into the dir were the old background was. I built the file and found it in E:\Claws Holder Can\AdditionalTools\Launcher\Source\launcher\Launcher01\bin\Release\Launcher01.exe

when I launch it there is no new art. So, I copied the new .exe into the launcher folder and tried it there… same issue.

Could someone please shine a light on me and advise me as I am sitting here in the dark, puzzled.

T

I found that all the files in the aeest list have little yellow bangs no them. when I copied the background to the dir, that file lost the yellow bang. ??

Clifford, i too spent some time looking at this and here’s my take. it seems that since we have the compiled version of the launcher all the files are already embedded. what your seeing in the source is basically pointers to the files that used when he compiled the source. however they do not exist in the folder it points to(hence the yellow !). so essentially in order to recompile it you will need to add .png for each and every file prior to compiling. or at least that is how i interpret it. let me know if you sort this out as i would like to do the same and create a new launcher page.

Thank you very much MasterMike. I will ask CS if I can get a copy of the 12 missing png’s and see if I can make any headway.with it. I’ll post any progress here.
Thank you again for your input.

T.

Clifford, no problem glad to assist. from what i can tell if you open the actual launcher you can see there are separate elements for each of the screen components. ie. minimize, close, play, progress bar background/foreground and the actual launcher pic. each of these elements will have a specific size and additionally a normal, hover and select pic as needed. so there will be 3 .png for the active components such as the minimize, close and play buttons. the biggest trick is going to be getting the correct sizes to make the layout look smooth. likely CS didn’t include them as he intended for us to create our own layout/size. i think i could work thru most of this except the progress bar as i am not certain how that should be laid out. i might give it a go this week and see if i can sort it. i’ll keep you posted.

Cool… I’d like to have what ever CS has… and then mod from there… working out the gate then modding is more my gig… I have the programmer guy… Incredible dude… I get into GitHub update, then mod stuff… looking for ā€œMyā€ look. Sometimes, I have HOSED up things. Ok, more than a few times, but, he unwinds my issues and we go on. He install QGWS in my game, and the Character Creator by CB productions… I can’t count how many times I hoped up the hub. I went with CB productions as it seemed CS’s cool toons were not compat with market place animations.
Once I have a few dollars in the can, I hope to get CS toons, and use them as NPC’s.

OK. I am rambling…Hoping CS might get back in touch with me before Wednesday.

Peace…

anyone here have work with GAS(UE4 Gameplay Ability System) i wanna ask for help integrating GAS into the kit and redo the code for ability here the thread i made 2 weeks ago https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1654642-ue4-gameplay-ability-system-with-mmo-starter-kit-by-

Update on modding the launcher. CS got back to me and said:

"[FONT=ā€œTimes New Romanā€]You double click on Form1.cs and you should see everything in place "

I did that and it was as easy as pie to mod the launcher. Hope this helps someone else.

Peace

any word from on the release of the new chat? he mentioned releasing it when newest unreal version released.

I’ll have some news for you in a couple of days, I’m finishing up the 4.23 update and I stumbled on an engine bug. So I’m working on a work around, but it involves 4.23 functionality that isn’t documented for some reason, and nobody knows anything about it, so I’ll let you know in a few days how it’s going. If I can’t figure it out, I got some other ideas on how to circumvent the bug.

I stumbled upon even worse UE4 engine bugs that have to do with pure blueprint data assets.

I turned MMOKit into a pure blueprint project, but it looks like I’m going to have to revert a lot of changes, bring back a lot of C++ structs and data assets.

Anyway, the new chat server is guaranteed to be in.

Released 4.23 version.
Changes:

  • New chat server - its source code is less obvious, so some code explanations were added at the end of MMOKit docs
  • Connection to chat server now relies on TCP plugin
  • Most C++ functionality was moved to BPs, except for DataAsset classes and associated structs/enums
  • Project was renamed from CleanThirdPerson to MMO :wink: (NB: Launcher’s ini file now points to a different executable)

When updating from one engine release to another is there an easy method to move the project? The last version change for us was from 4.21 to 4.22 and took us nearly a month of rebuilding the entire project. Any insight here would be appreciated.

Agreed. I have some BIG changes made to my kit too. CS used to post ā€œhere’s how to upgrade by handā€¦ā€ in the past, but, I am betting that with the large changes to BP stuff… we’re gonna have to suck it up and redo stuff or live with the version we now have.

CS, Any chance of the ā€œhere’s how to upgrade by handā€ coming out?

T

Well the obvious biggie here would be to move forward for the chat enhancements. but thats alot of work atm for one update.