Hi, all updates are available for download automatically in your Sellfy account.
I plan to include a reworked launcher/patcher that would be crossplatform and easier to use for the developer.
Hi, all updates are available for download automatically in your Sellfy account.
I plan to include a reworked launcher/patcher that would be crossplatform and easier to use for the developer.
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 .
How do automatic updates work?
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 Iād 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.
All the best!
Is there a way to kick a player from the game when you ban them?
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⦠doesnāt even highlights
Regards
//edit: got it working, ty CS
i did this by having server only command functions (they are compiled out of the client, clients donāt 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 IDās 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)
Iāve made a GM command system, it checks if the character is a GM etc. Thereās a blueprint for kicking a player?
i use remove player personally but i think calling logout on them may work (im about to test this shortly)
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!
Iāve been learning a good deal about the āUE4ā 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! Iād also like to give huge props to himself for being so helpful and direct with his responses to āwhy this?ā āwhy that?ā āwould this be more efficient?ā.
If youāre on the fence about jumping on the train for a learning experience and then maybe even your own game, just do it. I donāt know many places where such a small amount of cash can teach you so much knowledge :).
Thanks!
Going through the code and it doesnāt look like targets are assigned on the server. Wouldnāt this cause problems for games where you can assist another player by selecting target of target?
Been writting CS on skype with no success for few days, I guess he is busy.
Iāve been adding the SK_Mannequin (to replace the HERO_TTP, learning purposes). Iām just stucked in the Modular Parts (breaking down the SK_Mannequin into chest, leg, etc). Anyone here, that has done it before, mind sharing a mini tutorial? I couldnt find alot of info on the internet/answers. Only thing I found is that you need to import fbx and break it down, yet it doesnt tells exactly how.
regardsz
Hi, whatās your name on Skype? Make sure you message the right nickname ().
You have to split the fbx inside a 3d application (Blender, Maya, 3dsmax, etc), Iām fairly certain itās not possible inside UE4. Iām not experienced at 3D at all so another person did it for me.
You are right, to enable assisting it would be best to assign targets on the server. Iām not doing it because the demo is very simple and doesnāt have assists. To assign it on server Iād create a new server event that sets the target and make CurrentTarget replicated (RepNotify). Then, in OnRep function you can check if the character IsLocallyControlled and if so, do the cosmetics.
It seems that destroying the controller works, but only if you do it in c++. GameSession KickPlayer does it like that, and hereās how you can make a blueprint node to do it without game session (basically a copy of GameSession code ):
.h
UFUNCTION(BlueprintCallable, Category = "MMO Utility")
static bool KickPlayer(APlayerController* KickedPlayer, FText KickReason);
.cpp
bool UMMOUtility::KickPlayer(APlayerController* KickedPlayer, FText KickReason)
{
if (KickedPlayer != NULL && Cast<UNetConnection>(KickedPlayer->Player) != NULL)
{
if (KickedPlayer->GetPawn() != NULL)
{
KickedPlayer->GetPawn()->Destroy();
}
KickedPlayer->ClientWasKicked(KickReason);
if (KickedPlayer != NULL)
{
KickedPlayer->Destroy();
}
return true;
}
return false;
}
Awesome work as always ! Looking forward to the launcher/patcher update, would love to have the account registration moved to the launcher if possible. I love what you have done with Project Genom, will give you support there also soon as I can free up some more cash.
I would absolutely love registration built into the launcher ā¦
I have to kinda agree Jmandawg. It seems like it would have a cleaner flow⦠Any word on this CS?
The launcher update is very welcome. Hopefully with the 4.11 update?
I hope it will be multiplatform too.
Code Spartan has said the launcher update will be out for 4.11 I know he is busy with PG, but, I am hoping since there is such a large gap until 4.11 comes out that the MMO kit will have more than just the launcher as the update.
I know that CS said in the first page or two of this thread he wanted the kit to be a MMO clone of WOW. I hope we see more features to mirror WOW.
Do you have any idea of how many people worked on that game for over a decade?
If converted to a single developer effort, youāre looking at more than 600 years of work. Good luck having a clone of that.