Hey - Quick question. Whats the easiest way to determine if there is an inventory or character or any other window open that requires a mouse pointer. Trying to turn it on and off but not sure if I have to build logic around all scenarios or if there is a simpler way to determine if windows are open.
Depending on the situation, you can use the IsVisible node on the panel - just make sure you drag it from the right panel - you can check which panels are triggered for inventory etc in MMOPlayerController blueprint.
I just had to buy it ^^
Anyhow some bugreports iâm 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 havenât 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 arenât saving on exit. Iâm 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 âout of the boxâ 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 youâre 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 itâs great. But Iâve 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 âdraggablewindowâ 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.
Iâve managed to reproduce it. It only happens when you modify DraggableWindow bpâs 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 breakingâŚ
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:
Iâm thinking that maybe the reason why I canât 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, weâll 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.
Iâd 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 doesnât 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 canât 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.