MMO Starter Kit

Thanks for the reply. How easy would it be to implement the steamworks SDK into the blueprint particularly with regards to the networking e.g. the joining friends game and invite system used by steam?

Well, like I said before, I donā€™t have experience with Steam p2p matchmaking (and not sure if you can use their matchmaking while not Greenlit). This is a MMO project, so the goal is for everyone to play on the same servers hosted by the developer.

Hello, as I review this tool iā€™m excited with how much it offers. I have a few questions I was wondering you could answer.

Whatā€™s the largest landscape size the MMO starter kit can support?

Is the styling of the menus and inventory system customizable - Different colors, different sized buttons etc. ?

Regards

Visual Studio 2013112.JPG111.JPG,ē‚¹CleanThirdPersonļ¼ŒåÆåŠØå¤±č“„

[2015.10.21-12.15.22:640] 0]Log file open, 10/21/15 20:15:22
[2015.10.21-12.15.22:640] 0]LogInit:Display: Running engine for game: CleanThirdPerson
[2015.10.21-12.15.22:640] 0]LogInit:Display: RandInit(-1263237749) SRandInit(-1263237748).
[2015.10.21-12.15.22:640] 0]LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
[2015.10.21-12.15.22:640] 0]LogStats: Stats thread started at 0.107421
[2015.10.21-12.15.22:640] 0]LogModuleManager:Warning: Found module file G:/č™šå¹»4锹ē›®/MMOStarterKit-1.3/Plugins/VaRest/Binaries/Win64/UE4Editor-VaRestPlugin.dll (API version 0), but it was incompatible with the current engine API version (2672455). This is likely a stale module that must be recompiled.
[2015.10.21-12.15.22:640] 0]LogInit:Warning: Incompatible or missing module: UE4Editor-CleanThirdPerson.dll
[2015.10.21-12.15.22:640] 0]LogInit:Warning: Incompatible or missing module: UE4Editor-VaRestPlugin.dll
[2015.10.21-12.15.24:427] 0]Running E:/Epic Games/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe CleanThirdPerson Development Win64 -project=ā€œG:/č™šå¹»4锹ē›®/MMOStarterKit-1.3/CleanThirdPerson.uprojectā€ -rocket -editorrecompile -progress -noubtmakefiles
[2015.10.21-12.15.28:998] 0]@progress push 5%
[2015.10.21-12.15.29:736] 0]@progress pop
[2015.10.21-12.15.34:114] 0]Performing 19 actions (4 in parallel)
[2015.10.21-12.15.34:214] 0]PCH.VaRestPluginPrivatePCH.h.cpp
[2015.10.21-12.15.34:214] 0]PCH.CleanThirdPerson.h.cpp
[2015.10.21-12.15.34:214] 0]G:????4??Äæ\MMOStarterKit-1.3\Plugins\VaRest\Intermediate\Build\Win64\UE4Editor\Development\VaRestPlugin\PCH.VaRestPluginPrivatePCH.h.cpp(1) : fatal error C1083: ?Ž·???ļ?: ??G:\č™šå¹»4锹ē›®\MMOStarterKit-1.3\Plugins\VaRest\Source\VaRestPlugin\Private\VaRestPluginPrivatePCH.h??: No such file or directory
[2015.10.21-12.15.34:314] 0]G:????4??Äæ\MMOStarterKit-1.3\Intermediate\Build\Win64\UE4Editor\Development\CleanThirdPerson\PCH.CleanThirdPerson.h.cpp(1) : fatal error C1083: ?Ž·???ļ?: ??G:\č™šå¹»4锹ē›®\MMOStarterKit-1.3\Source\CleanThirdPerson\CleanThirdPerson.h??: No such file or directory
[2015.10.21-12.15.34:514] 0]-------- End Detailed Actions Stats -----------------------------------------------------------
[2015.10.21-12.15.34:514] 0]ERROR: UBT ERROR: Failed to produce item: G:\č™šå¹»4锹ē›®\MMOStarterKit-1.3\Binaries\Win64\UE4Editor-CleanThirdPerson.dll
[2015.10.21-12.15.34:514] 0]Total build time: 9.93 seconds
[2015.10.21-12.15.35:086] 0]LogModuleManager:Warning: Found module file G:/č™šå¹»4锹ē›®/MMOStarterKit-1.3/Plugins/VaRest/Binaries/Win64/UE4Editor-VaRestPlugin.dll (API version 0), but it was incompatible with the current engine API version (2672455). This is likely a stale module that must be recompiled.
[2015.10.21-12.15.35:086] 0]LogInit:Warning: Still incompatible or missing module: UE4Editor-CleanThirdPerson.dll
[2015.10.21-12.15.35:086] 0]LogInit:Warning: Still incompatible or missing module: UE4Editor-VaRestPlugin.dll
[2015.10.21-12.15.38:979] 0]LogExit: Preparing to exit.
[2015.10.21-12.15.38:980] 0]LogModuleManager: Shutting down and abandoning module DesktopPlatform (15)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module TextureCompressor (14)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module ShaderCore (13)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module Landscape (12)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (11)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module OpenGLDrv (10)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module D3D11RHI (9)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (8)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module Renderer (7)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module Engine (6)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module CoreUObject (5)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module NetworkFile (4)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module StreamingFile (3)
[2015.10.21-12.15.38:981] 0]LogModuleManager: Shutting down and abandoning module SandboxFile (2)
[2015.10.21-12.15.38:982] 0]LogModuleManager: Shutting down and abandoning module PakFile (1)
[2015.10.21-12.15.38:983] 0]LogExit: Exiting.
[2015.10.21-12.15.38:987] 0]Log file closed, 10/21/15 20:15:38

Hi,

Your MMO engine sounds really interesting, but I have a few questions for you before getting it.

Basically, my project is a MMO that needs to work in a persistent open world, with FPS shooting controls (non-targeted attacking), and map modification by players (placing/removing game elements on the ground. Maybe some voxels but not mandatory), with basic inventory and crafting.

Iā€™m a developer so I donā€™t mind modifying the C++. Iā€™d just like to know if your engine would be a good fit for that sort of project.

Also, what is your server architecture? Is it scalable? Can I like, put it in the cloud or something?

Not as seasoned in Unreal as a few of the others on the forum so hopefully theyā€™ll let you know for sure about the terrain size. In my mind the only restrictions you would face would be the supported terrain dimensions of the engine. The kit holds many of the technical, networking and gameplay building blocks of popular mmoā€™s but eveything is customisable so long as youā€™re familiar with how the engine works.

For example, the customization of menus etc is done through the UMG UI Designer. So long as you have a basic understanding of how this system works within the engine, you can adapt your graphics to any styling you can think off. Hereā€™s the docs on the UI Designer. https://docs.unrealengine.com/latest/INT/Engine/UMG/UserGuide/index.html

Hope this helps in some part, Iā€™ll let the experts confirm that for you :slight_smile:

I was wondering if anyone had considered, or if there was already in place some sort of community somewhere (closed facebook group or the like) where we can share ideas/troubleshoot issues with the kit. I know for sure iā€™d love to see how others have utilized the kit and perhaps it might even allow us to work together to troubleshoot ideas and lighten the support load that must face. The forum here is great but itā€™s not very structed if more than one person are facing issues at once. Just an idea :slight_smile:

Thumbs up for that :smiley:
Maybe a seperate Thread would be usefull, where everyone could share his solutions for certain problems.
I actually wanted to do something like that but thought it would be cheap cuz i didnt have much to show and my BPs are kinda sloppy ^^

+1 for that !
I really like this idea

Well, uses skype and always answers my questions back asap, maybe a simple skype group would work since he seems to use that the most. Plus other kit owners can help each other as well?

Is this for free ?

you are my hero, this kit is great. Anyone considering the purchase just do it. it is worth it and your contribution will only help make it even better <3

Usually itā€™s the number of concurrent NPCs/players on one server instance thatā€™s limiting, not the landscape size. From the tests, it looks like you could aim for 400-500 NPCs and 120-140 players before you would have to do further optimizations. You can have several such zones on one physical server.

Sure, UMG is used for the user interface and itā€™s very easy to style.

It depends on whether you could use help with registration/login, chat and other parts of your game or whether you prefer to code them yourself from scratch (to orient in the code better, for example).

In the demo everyone connects to the same zone. Depending on your game, you could add a master server to dynamically launch instances when the load is too high or have a public server list with player limit and maybe allow players to host their own servers (like in 7 Days to Die).

No, the kit is available for $95 at Sellfy.

RynoCoder33, yes you can go totally FPS or Moba style. I added FinalCamera to MMOKit.
It was a bit of a test of patience to merge MMOKit player controller with FinalCamera player controller but I got it working so i can toggle at run-time between zoomable FPS, 3P, topdown and also topdown scrolling margins (which is kinda like a Moba cam).
Rene Czachs wrote the FinalCamera blueprint and itā€™s way cheap. The only trouble integrating to MMokit, or any project I guess, is the merging part and making sure character/pawn references are all ok, but it just took some patience copying and re-linking variables.

Skype is good, made in Estonia, where i live. :wink:
But at work we use Slack after Skype was down far a day.
We have integrated bugsnag to monitor exceptions and jenkins to monitor build status and we really like Slack.
Itā€™s easy to create as many closed/open groups as you like.

No problems with password hashing, i have lots of experience with auth and authorization.
Iā€™m worried about how much code i want to/must merge after each KIT update release.
And do i need to update VaRest JsonBlueprints also or could i just same endpoints in Java as PHP?

A drone pet I have added today to my mmokit project.

[video]https://youtu.be/88RWofbgCx0[/video]
http://tomofnz.wix.com/tomofnz#!process/cn6n

There are two additions i would like to add to this kit being the melee system and lobby system blueprints. New to UE4 but willing to put the time in to learn it for this! Still designing my characters though. I plan to make something high quality.

Has anyone figured out how to give each npc custom walk speeds?

You could go to ā€œRoamBTā€ and change the StartWalking/StartRunning Tasks.
Instead of ā€œCastToCharacterā€ you cast to the ChildNPC directly. If it fails you cast to another one.
This could look like this:

This doesnt give each Npc custom walk speed. Just the class.