Hi, are you testing that in editor? You can’t go from main menu to the game level in editor. For the server to use your new map instead of the old “desert” one, you have to set the default server map in Settings > Project Settings > Maps & Modes
I don’t have a screenshot example for that, I can only give this general advice:
“To use specific coordinates (for example, spawn next to the dungeon door) you can do this: add a “map” column to the ‘characters’ table in the db and save the map as a string or int (as explained in “adding your own persistent stats” part of the guide). Then, in OnResponseGetCharacter spawn the character according to its “map” value. For example: if the character travels from a different map, spawn in the correct entrance location. If the character’s saved map == this map, then just use the coordinates from the db (this is the current default behaviour).”
Who can,specific Say the blueprint node connect,and db “map” Set? implement travel between zones,help!Worry!!!
yskwork, I’ve given you general advice on how to do it but to make a step-by-step tutorial would take me some time, and I can’t do it right away. I do plan to either add it to the demo or to make a tutorial in the future.
I have an strange issue where a custom AI enemy can’t be clicked after respawn. I basically copied the bandit but switched out the skeleton mesh for a Troll skeletal mesh and animations. The funny thing is, if I place a static mesh weapon in his hand then you can click on the hammer after it respawns but not the actual skeletal mesh. Any thoughts? The troll skeletal mesh is selectable on first spawn.
You need to create a physics asset for your mesh (can be automatic, Right click on the mesh -> Create -> Physics asset), it should fix this. I’ve investigated this and it turned out the game currently uses the capsule before the death, and physics asset after. I’ll make it swap back to the capsule after respawn in the next build, but you still need a physics asset for the time when the character is dead.
You mean, don’t allow the user to login if they don’t have an active (paid) account? You would have to modify a php file for that, but it shouldn’t be difficult. Modify the mmologin.php script and add a column to the ‘users’ table in MySQL db. For example, you can call this column “active_subscription” and make mmologin.php not only check the username and password, but also check this “active_subscription” column. If it is false, echo some message to be displayed, something like: ‘status’=>‘You don’t have an active subscription. Reactivate your subscription by going to www yoursite’
Thanks for the help. I am learning as I go and spent a good day or two trying to figure it out. I will add it to my pipeline documentation and can start to work on the other enemies!
Purchased this, amazing work, keep up the great work! I look forward to future updates! May I request guilds for a future update, or possible basic gather/craft ?
I believe I sense a little sarcasm in that. Loving sarcastic humor… I give you a LOL.
On the other hand. Do you have any suggestions or links on how to learn Unreal… a book in either electronic format. softcopy or even hardback would be awesome.
I don’t know if the following links are allowed, but i’ll give it a try
If you’re willing to spend some cash, this is also a nice one - Hourences.com – Videos – Index
And digital tutors also have some nice tutorials.
And if you’re interested in learning C++ development on UE4 this can be very helpful - Search | Packt Subscription
I would whip out my light saber and salute you, but the batteries are dead… I can’t use the A wing as it is out of fuel, so I can’t swing by and shake your hand…
I tried adding a spell, following the documentation, and I had noticed in the blueprints a buffhealth blue print that didn’t have skill tied to it. I did all the edits, but when I login it doesn’t show up.
How does this handle world space? Is it just a single map, does it support transitioning from one place to the next with, or without load screens? Does it support instancing, both world space and dungeons?
To make an ability show up in the abilities window (opened by P key), you have to add it to Abilities Window blueprint. Check out how the two demo abilities are done there in the Designer tab and Event Construct and do the same for your new ability.
If it doesn’t work, I think it’s because it’s an actor and you’re not attaching it on the server/it’s not set to be replicated. If you’re doing this to attach a weapon you don’t need the weapon to be a separate actor - it could be a component and then you could attach it on the client.