You aren’t retarded, you just don’t know. Overly simplified it is what controls the massive part of the MMO. It allows you to develop a method to reduce the unneeded messages to the client. A common one is called quadtree for 2d games and octree for 3d games.
For area of interest I’m using UE4’s native mechanic called “network cull distance”, basically you can edit it on any blueprint actor to specify the radius when the player should start seeing them. It works quite well.
I recommend first trying to do it in a clean UE4 project to understand how cooldowns, timers, etc work. I haven’t actually done it yet but here’s one idea how to do it: to implement a global cooldown, add a DateTime CooldownExpiresTime to MMOCharacter. When an ability is used (in MMOCharacter’s UseAbility), set CooldownExpiresTime to Now + X seconds (for example, 2 seconds). Only allow to use abilities when Now > CooldownExpiresTime.
Individual abiltiies’ cooldowns can be implemented in the same way, however you would have to think where to store their cooldowns. Currently there’s no array of all available abilities on the characters, so you might want to implement one. If you use an array of structs for that there you could store ability and its cooldown time in that struct.
Hey (and others), I just wanted to thank you for making this kit and continuing to support it so actively. It makes me happy to know that something such as it exists. I plan on purchasing it in the near future and I wish you luck with Project Genom.
It seems that 4.11 will probably be available soon-ish… So i was wondering if you could give us a hint as to what you might be including in the next kit update, like you did for the last version?
Good afternoon. I want to know can be done that would be a limit on the connection from 1 account ( if the account is active ( of online ) , then when you try to connect to the same account from another computer , the account was disconnected from the server . ( To get rid of the duplication of the characters and objects ) . Thank you .
Code wow this is amazing. Great foundational work. I will be purchasing the kit tonight. I am an Unreal virgin and just getting back into indie game work. I am sure I will have a million questions and so forth but the first big one I am really hoping there is a positive answer for is where is the MMOkit dedicated forums/wiki for all of us to share tutorials, assets etc? If there isnt one today I’d be happy to set up hosting but I know you have the ability so jsut a suggestion my friend. Get community folks helping each other out using this kit. It looks amazing.
bought it, but having issues with the collision. any ideas? the only way it works if is I add the collision preset to Pawn (AI character / player), but then I cant click the AI roaming… doesn’t even highlights
i did this by having server only command functions (they are compiled out of the client, clients don’t even get a gamemode from me as the server provides it) ex:
in gamemode i have a function called ban that takes in a string for the message and a character ID (when a server detects the right account privileges it grants devs a special ui populated with all connected character ID’s and their name) when i ban a character i enter their ID, the reason and then the server inserts their ban status into the DB, locates the character with the ID and then sends the message and forces a disconnect if they are still connected.
this may not be efficient for a full blown mmo though (im not making an mmo with the kit so i dont have to worry about shifting through hundreds of characters)
Anyone tried converting this to top down game? having some difficulties on the click-to-move and the rotation of the character (where I click, player doesnt rotate to it) … I even copied it from topdown template d:
//edit:
got it working [again]
just open the playermmo character and remove the inheritance of the yaw and that stuff. Then just add the static camera on top of the player, finally just add the click to move code in the event tick of the controller… also note that you must add a character rotation code, otherwise it wont rotate to the click!
I’ve been learning a good deal about the “UE4” way of doing things through 's starter kit here, as well as implementing my own systems to see the scope of different feature sets. I just wanted to stop by and say first that this kit is freakin awesome and a great starting point for any multiplayer targeting game! I’d also like to give huge props to himself for being so helpful and direct with his responses to “why this?” “why that?” “would this be more efficient?”.
If you’re on the fence about jumping on the train for a learning experience and then maybe even your own game, just do it. I don’t know many places where such a small amount of cash can teach you so much knowledge :).
Going through the code and it doesn’t look like targets are assigned on the server. Wouldn’t this cause problems for games where you can assist another player by selecting target of target?