MMO Starter Kit

My firewall settings are fine and ive open all ports i need, im using a linux VM on google cloud to host the server, the php scripts work fine im able to login and create a character and save it, its just traveling to the server map that doesnt work

And i know the maps are packaged because they exist and are running server side i checked the logs to confirm this, my ip address is set correctly in game instance, im using a fresh project so im certain it has something to do with upgrading to 4.27

@behrtron
what port are you using for game map access? depending on where you look the default ports are shown as 7777 and 7779. however we found mmokit was on 7790.
it maybe the new version could have moved it.

First of all, thank you very much for presenting such a beautiful and special demo project to the community.

There is only one thing I am wondering about.

How to i can run this project file with UE4.26 or UE5.0 :slight_smile:

Just a brief rehash of setting up the kit.
first is this kit requires you to download the source for the version of unreal you want to build on.
the regular down load from unreal does not contain the features for backend use. ie. db, chat, etc. so you have to download the source from github.
this also requires visual studio to compile the engine.
once you have your engine compiled you have to tell the project which version it is going to use. then it should do a quick build of the project and open.
the plugins that are required should already be in the kit and wont need further tweaks.
additionally there is setup for the db, chat, scripts and patcher. its not difficult but does require some basic skills. which ofc you can develop.
the kits docs are a bit vague at some levels but there is enough to get you to a running demo of the game. remember this is a starter kit. its not meant to click a few buttons and have a running game. this is a basic framework and all the needed parts to setup a basic project.

Hi, thank you very much for your excellent and informative response.

I am the owner of laniatus, one of the original hungarian game development companies in 2009. We have worked with commercial game engines for a while, but now we are considering using an unreal engine.

There is already a game that we made and published in 2013. Our aim is to redesign it with unreal engine. I already know that this project is a prototype and a few buttons do not make up a game.
What I’m wondering is, can the game be developed based on the 4.22 version? If your answer is yes, I would love to talk to you and listen to your information.

Regards…

the game we are building started on version 4.22.
that was just over 2 and a half years ago.
since then we have updated to version 4.25.
the main reason is there were unreal features we wanted in our game.
however you can build with any version just set your source download from github for that version.
ofc if your using the mmokit for the build you will need a copy of the 4.22 kit to go with it. as CS has already built in all the correct plugs etc for that version.
if you would like to see what we are doing check out our facebook page.
https://www.facebook.com/Legacyofares/

Is this kit compatible with level streaming / world composition?

So far anything unreal does this kit seems to do.

the issue is that world composition does not report absolute positioning when you do getlocation on an actor. all positions are relative to the local world origin which is different for each pawn.

hello, tell me, I connected the database, everything works fine, but I don’t understand how to connect the server, I work through spaceweb, it’s just that I can’t test the drugs for a week, because I don’t understand how to connect the server to the game

does anyone know how to remove mouse control? make control like in a normal rpg? conditions in skyrim, and another question is how to add game currency here like gold, and experience, there is a description in the instructions, but it is as incomprehensible as possible when I translate it

The experience variable already exist and is already saved/loaded on the player with the default xamp database stuff.
For experience simply navigate over to the blueprint : BP_AIcharacter. Find the function: Event On Death Server. Look for the area of code where it says highest aggro player and you can drag out from the blue mmocharacter pin and set the experience by getting the current exp and adding a set amount then setting it. This will make it so only the highest aggro player gets the exp.

If i recal the experience variable over in the blueprint mmocharacter is not set to replicated. If you change it to replicated then when you call to this variable over in a widget on clientside it’ll show up the experience amount correctly, else it’ll come back as 0 or whatever the default experience variable is set to (0). You can simply goto the mmocharacter blueprint and select the experience variable and over on the right side change its replication to replicated. Now when you create a widget that shows a number, you can do some casting to get the mmocharacter’s experience value and it’ll show up correctly since its now replicated.

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savior, thank you very much, allow me another question? do you happen to know how to change the control? that is, what would the control be like in a standard RPG, without a mouse, if you can still answer this question, you will be booked a place in paradise ahead of schedule

i use a completely different camera manager system i purchased from marketplace so i cant say for sure. I’ll try firing up a fresh copy of mmokit and checking how they did theirs to see if its an easy conversion

I’ll wait, I’m sorry if my questions seem ridiculous

Before you begin, make sure to backup your project in case this completely fails for you or its just not what you want. Never hurts to always backup before a change.

*Go into project settings under the edit tab
*Navigate to ‘Engine’ and scroll down and select ‘Input’
*Expand the ‘Axis mappings’ tab and expand the ‘MoveRight’ tab. Change the Q to A and the E to D.
*Navigate to MMOPlayerCharacter blueprint and in the big comment box titled ‘A and D - rotate char…’ completely delete all code and comment box.

*Click on the character movement component up in the top left. On the right side, navigate to the area titled: Character Movement (Rotation Settings). Make sure ‘Use Controller Desired Rotation’ is turned off (no checkbox) and then turn on ‘Orient Rotation to Movement’ (ticked).
*Navigate to the comment box ‘Mouse input: RMB…’ and add the following code and hook it up to look the same:

*Now navigate to the comment box titled ‘Movement input: walk ba…’ and you can see what i did here from the following 2 pics. Do the same.


Make sure you dont have duplicate inputs, im not sure if that’ll complicate things or not. You will have to figure out how to rehookup the close loot container stuff and bot run forward. It doesnt hurt to leave that extra code to learn from or to try and fix the loot container/bot run forward stuff later on.

What you end up is this:

When the player presses the alt key it toggles giving/taking away the mouse and changing movement.

thank you very much, you helped a lot, but I probably explained it almost incorrectly, I meant the standard RPG control precisely with the expectation that you could attack with the left mouse button, not an auto attack as it costs now, but as conditional in Skyrim or divinity or bannerlords , but thank you very much, you really helped a lot, you answered my questions in an hour, which I could not answer in the discord for two months, if you have your own game, then give a link. I will gladly play it

The most crappy explanation on the game installer, just horror how bad it is