The new version is up on the demo server and available for purchase at Sellfy! It took a bit longer than I expected, thanks for your patience Build notes:
Ported to Unreal Engine 4.11
You will need the new release of UE4 from GitHub to work with the updated kit.
New Launcher/Autoupdater
The launcher and update system has been rewritten from scratch to ensure the easiest workflow for the developer. Now it just takes a couple of clicks to release a new build. There are no more āpatchesā that you had to keep track of and you donāt need to keep old builds of the game on your disk anymore. It also uses http to download now.
The documentation for the new launcher can be found here.
Deleting Characters
This feature has been missing from main menu for a long time now, so now itās in.
Aggressive Behaviour Tree Example
There are new Bandit Leader npcs in the demo that will attack the player on sight that use the new BT.
Sounds like wherever the Player Characters HP is set inside the blueprints you have somehow reset the variable to zero, thus showing him dead but not dead by game state. Try and find where the Player Characters hit points is created and stored, then maybe compare that to a empty build of the MMO kit, with the old character, see if you find something there, then let us know.
In the documentation it says the Launcher is a cross platform.
I aim to be able to distribute it to MacOSX platform.
Does anyone else try to do this?
The Launcher.exe is a windows executable file.
I dont understand how is it cross platform?
Help!
Thank you for replying
I sent a message on Skype but is probably busyā¦
I can do the uploading, server and all the ābackendā and maintenance tasks on windows.
As long as the āplayersā can use a launcher and acess the server from OSX
My intended audience is fine art folks and designers and they are unfortunately predominantly MacOSX users.
For this reason it would be great to be able to publish for OSX clients and Launcher.app
All the extra backend work is goneā¦ WOOOHOOOOO!!!
I have to say, I was a little annoyed when I read we were only getting a patcher after one of the longest waits for a new version since I had the kit. Since I am a hobbyist, And I need a launcher, not going to use steam. And I had a working launcher, I thought that the āneeds of the manyā outweighed us launcher guys. With all the time that has gone by, I thought we would have crazy new shinies to work with. But, OH MY MYā¦ Oh hell ya.!!! I am stoked to have the new launcher.
Thank you for the extra time to polish this .
Added: OH OH!! I REALLY like the number of files to download remainingā¦ my chuckle headed friend will stop calling me and telling me it is stuck patching. love the present barā¦ and over all file sizeā¦ and the X to close itā¦ awesome sauce.
I hear you Tarly, itās packed with much awesomeness !
I had a few requests for the beginning part of the documentation, i.e., setting up the server etc. So I managed to mangle together 3 videos on the Getting started part of docs, they includeā¦
I. Getting Started MMO Starter Kit
II. Setting up the Database
III. Launching for the First Time
All the videos are tied to the MMO Starter Kit playlist, so just play all and pick ones you want to watch.
, Thanks for the videoās they are Awesome. I would give you a rep +1 but there isnāt a rep button.
Also, I downloaded the Promoted Branch (which is what the Epic team uses) at the moment its 4.12 and its similar to 4.11 and it build the project with no problems.
That is good to hear SeanDennis, glad they are helping some folks, I like to hear people making progress in their development, helps keep me motivated.
I am prone to making boo booās, so if you see something wrong in a video let me know, I am still learning UE4. I was a lot further along in Unity Engine, but liked what I saw that Unreal Engine offered so moved over here.
Thatās cool to hear is works with the next version, the Kit is a solid base and I think did a great job giving us something to build on.
I checked a bunch in those areas, but couldnāt find anything different from the empty build. What I ended up doing is just wiping the whole thing and starting from scratch. It worked fine at that point - Iām guessing I missed something in the rename process or something. Thanks for the suggestion!
I do have another question thoughā¦ Anyone here working with a team and using source control? Weāre using Perforce atm, but because we all end up using the same characters from the database (Id: 0) we run into problems when it saves our locations. I was thinking of just keeping the MMOPlayerState blueprint as a local file, and just changing the default character id on a per user basis, but Iām wondering if thereās any other best practices that people have come up with?
Hotfix for 4.11 is up if anyone is having trouble building lights, I had trouble this morning.
*
Fixed! UE-28961 UnrealLightMass fails to compile with VS2015 Update 2*
First off, Iād like to thank for all the work on the patcher.
Secondly, Iād like to Thank for his work on the videos. I now have a game(being built) that is all Claws&Paws. Not sure why watching video was any different than following the guide. It worked though.
Third, I would like to BEG for a video of how to move assets like main menu and Art folders from one versionā¦ (like 4.10) to another versionā¦ (Like 4.11)
And lastly, I would love to see screenies, or movies of people doing GREAT THINGS with the kit.
Your probably like me Tarly, sometimes I can read something 10 times and go like, what? but if I can see it done visually there is like a little light in my head goes Ding! Plus making the videos makes me understand what I am doing, so I get a benefit out of that, just remember I make boo booās, so point out anything I need to fix.