I just had to buy it ^^
Anyhow some bugreports i’m not sure if anyone else has mentioned these.
At times mobs respawn as greymarked, cannot be attacked and can still be looted.
Also some times after rightclicking a mob and then marking it again with a left click it will still be red as if marked to be attacked.
Hey there , great work by the way! Ive been getting into shaping the kit to fit my projects needs and so far haven’t done much at all except delete much of the demo content and set up my server. Everything seems to work fine except the inventory and the quests aren’t saving on exit. I’m not sure why because the player position, stats and even equipment are saving so I know it connects and works with my SQL.
Ive even just tested the “out of the box” zip version with the same results. all I changed was the server URL to point to my DB. No errors or anything just no entries made in the DB under Inventory or Quests.
If you’re not hosting the php on localhost, you can send me your Hostname in a private message so that I can test it for you. Also, you can contact me on Skype () for quicker support.
Hey , I have bought your mmo kit, and it’s great. But I’ve run into some problems, and I would really like your help.
First off, when I edit the DraggableWindow blueprint (Add text, new background etc.) the FullUI BP breaks along with several other files (MMOController, MyCharacter etc.), all the “draggablewindow” nodes gets cut off, and I have to manually place them the right places again afterwards, which is rather time consuming.
Second off, the inventory doll in the equipment window is just a gray box, and if I open the guymodular bp, all the meshes in there are very different sizes (in the viewport).
Hi, thanks for reporting this. To fix: open DesertRallyRace level, go to Window - Levels, right-click on DollMap and select Change Streaming Method - Always Loaded.
I’ve managed to reproduce it. It only happens when you modify DraggableWindow bp’s event graph and is the UE4 editor error. The workaround is to modify and compile that blueprint, reload the editor and it will work from now on without the need to reload again.
Thanks for the info I got it somewhat working. Only problem now is that I have to restart the editor everytime I edit the draggablewindow bp, to keep the nodes from breaking…
Some other questions: I have followed your documentation about replacing the player character, and have done so with working animations etc. But the problem is that now I cant attack the NPCs. Do you have any idea why? My attack animation should be setup correctly.
On another note, how difficult would it be to add the ability to rotate the player character in the umg? So you could drag the model around to better see your gear etc?
Thanks a lot
Update:
I’m thinking that maybe the reason why I can’t get the player to attack, might be because I have created a new model which is not modular? Also, how would I go about equipping through the inventory window, when my model is not modular?
Yes, I plan to add abilities and a hotbar, several bugfixes, and maybe something else, we’ll see.
Contact me via Skype please () so we can resolve this quicker. Double-check your attack range variable and you can also try to debug it using Print String nodes in the blueprints. Attack is triggered in MMOPlayerController blueprint.
I’d just use the modular character blueprint and remove/change the unnecessary parts. For example, you can modify the EquipArmor event so that it switches the whole non-modular mesh when the chest armor is equipped and doesn’t do anything when gloves/boots are equipped. And just delete the extra skeletal mesh components.
I just wanted to say thanks for this amazing product. I bought this about two weeks ago and being an experienced programmer but new to unreal it was a massive help in getting started. There is still a large learning curve but I can’t recommend this product enough to anyone attempting to put together a prototype mmo on unreal. Great product, and decent documentation.
Need your help really stuck with an issue. Have revamped the game to handle non target combat which works fine as long as only one player is logged in on the dedicated and built server. Shooting gets messed up, seems like the ignore self on trace stops working. Tried to debug it but not luck. Wanted to validate some basic things with you. When I log into the server it seems like the UserID is not read correct (its in the DB). Is this a real issue on not impacting to the behavior of the server?
Yes Tefel. Try downloading the demo server from this link. DEMO SERVER download here If you do that, and it does not work, then try contacting in Skype thru chat.
Spartan - Thanks for reply. I added you on skype. I actually got this working but have some questions for you as I am starting to run dedicated server tests. Accept me when you get a chance.
I can really recommend buying this. The support offered is great I have a another question though. I’m trying to setup the modular player as one full persistent model, where the arms, legs, head etc. are empty, unlesss I equip something there so I can have two layers on my model. 1. for the skin underneath the clocthes, and one for the clothes itself. This works fine until I unequip the items, and the player model vanishes. Any ideas about why that is happening? I have also tried creating an extra enum class EquipmentType, called base, where the whole player model is loaded from start, but that also has problems when unequipping. I hope this makes sense… Thank you, and good day
I suggest you debug your changes by adding some PrintString nodes in key places to see what’s going on and why the model disappears. I also recommend using some version control (I use regular, non-integrated Git) so you can easily roll back the changes if something breaks.