MMO Starter Kit

Interesting, have to take a look at it that way and see, I still worry about anything stored locally.

Nemo

Here is the second video of the AdvSocSys integration, just remember this is only working inside the MMO Kit and does not have any functionality tied to the actually player itself per say.

I went ahead and uploaded what I have so far so you can finish the merging, the animations are a little wonky so I did not move them over or the demo scene. If anyone has feedback or any information about the complete merge go ahead and post on here.

Advanced Social System Integration to MMO Kit (Part 2 of Part 3)

I am going to continue looking at the merge and see if anything is possible without a complete rebuild.

Nemo

Pretty sure it’s just a plug-in added inside the plug in folder and then used in the MMO Kit for database calls. If I understand what your asking correctly. :slight_smile:

Nemo

You can edit the base kit to your desire, is using the WoW type MMO for the blueprint to build the kit. You can change the inventory, yes. Pretty much anything you want to do is possible, the Kit is built on the blueprint system, so become familiar with that and you will be good to go.

Like said before you can change the look of everything. (i changed a lot a few sides ago)
Bags are no Problem.
Possibility 1:
Make another inventory which only shows when you equip a bag. (like the bags in wow)
Possibility 2:
In the Inventory Blueprint is a columns and a row variable. So make a bag-slot witch add the number of aditional items to the variables.
So when you like to add 5 more slots add 1 to rows for example.

Thanks. I asked because when I looked into downloading the plugin via the Epic Launcher, it says “Install to Engine.” rather than “Add to Project.” Such things make me leery.

I just wanted to pop in again and thank and promote CS for his work here. We used his old version of the starter kit to learn how some of this stuff works in UE4, and couldn’t be happier. Even after heavily extending it / modifying some areas with diff patches, updating is a breeze and we’re still going strong.

If you’re looking to learn some netcode oriented towards a larger scale, this is the place to do it.

Someone Interested in some basic functions?
I Wrote function for eval strings ( for example “20*3+17” returns 77.0) for creating kind off “skill calculation strings”
also i rewrote the FindClass function for ue 4.11 and MMO Starter Kit.
Basically you can Get the class ( needed for spawn ) out of a String. Example ( /Game/MMO/AI/Roaming/Bandit.Bandit_C )

Also i got an unbugged “Preview” of the character in Equipment Window.

if someone is interested, i will make tutorial.

XCPX…

Tuts? Woot… can’t get enough of them.!!

in mmoCharacter you can set the damage calculation for all (AI and PC’s). the damage power is a variable inside the AI-blueprint… like Bandit’s attack power is in the Bandit blueprint at combat—> attack power

Add FindClass and Eval function:

Add to MMOUtility.h:



UFUNCTION(BlueprintPure, Category = "MMO Utility")
	static UClass* FindClass(const FString& ClassName);

	UFUNCTION(BlueprintPure, Category = "MMO Utility")
	static float EvalMathExpression(const FString& expr);


add to MMOUtility.cpp:



UClass* UMMOUtility::FindClass(const FString& ClassName)
 {
	 check(*ClassName);

	 UObject* ClassPackage = ANY_PACKAGE;

	 if (UClass* Result = FindObject<UClass>(ClassPackage, *ClassName))
		 return Result;

	 if (UObjectRedirector* RenamedClassRedirector = FindObject<UObjectRedirector>(ClassPackage, *ClassName))
		 return CastChecked<UClass>(RenamedClassRedirector->DestinationObject);

	 return nullptr;
 }


 double ParseAtom(char*& expr) {
	 char* end_ptr;
	 double res = strtod(expr, &end_ptr);
	 expr = end_ptr;
	 return res;
 }

 double ParseFactors(char*& expr) {
	 double num1 = ParseAtom(expr);
	 for (;;) {
		 char op = *expr;
		 if (op != '/' && op != '*')
			 return num1;
		 expr++;
		 double num2 = ParseAtom(expr);
		 if (op == '/')
			 num1 /= num2;
		 else
			 num1 *= num2;
	 }
 }
 double ParseSummands(char*& expr) {
	 double num1 = ParseFactors(expr);
	 for (;;) {
		 char op = *expr;
		 if (op != '-' && op != '+')
			 return num1;
		 expr++;
		 double num2 = ParseFactors(expr);
		 if (op == '-')
			 num1 -= num2;
		 else
			 num1 += num2;
	 }
 }

 double EvaluateTheExpression(char* expr) {
	 return ParseSummands(expr);
 }
 float UMMOUtility::EvalMathExpression(const FString& expr)
 {

	 return (float)EvaluateTheExpression(TCHAR_TO_ANSI(*expr));
}


Credits:
https://www.strchr.com/expression_evaluator

I Simply Updated the Scripts / made them available in Blueprints.

For Unbugging the Char Preview:

First follow this tutorial:

After that change the Blueprints like that:

  1. Add a Static Mesh Component to the “Studio” (to the position where your Char should be) and call it Book.

  2. Add a Variable called “Actor” with type ModularPlayerActor Reference

  3. add A function “BuildChar” -> BuildChar posted by anonymous | blueprintUE | PasteBin For Unreal Engine

  4. Save and Compile the Script.

  5. In MMOPlayerController add a variable called “Renderer 2D” with the type of your new blueprint class.

  6. Make the EventGraph of MMOPlayerController look like this: http://i.epvpimg.com/wqlBc.png

  7. Add the Call to create the “Studio” in BeginPlay : http://i.epvpimg.com/sZode.png

Basically it now works. But you have to Add the Updating Equipment , too. Otherwhise it will only refresh on reopen the Equipment Window.

Would it be possible for a quick rundown on how to enable the Steam services? Namely, interested in using Steam for:

  • Credentials
  • Leaderboards
  • Achievements
  • Voice
  • VAC

Thank you so much xCPX, this is awesome! We always like tutorials and any help with the kit.

I am waiting for the 20 something part series from UE guys on integrating steam. The messed up the first video, sound was broken. Report is the second one was made and will be up soon.

Here is the link to the thread.

is it a bug from unreal engine? i often get reseted stats like charnames from Mobs change back to “CharacterName” or attackrate to 0 ~.~

same here, the mmocharacter bp crash at all Play.
So when there is a crash the other child BP aren’t save correctly and loss somes variables values.

Someone allready try to add the auction house system to the mmo kit ? succes or not ?

thx

Hi,

Make sure you have the source-built version of UE4 (check The Editor part of the guide), “Development Server” doesn’t show in regular launcher version of UE4.

The launcher is a regular C# application, so you can open its source in VS and edit the art. Being familiar with WinForms helps, but there are many tutorials on the web on how to customize the look of a WinForms application.

Basically what Gerrod has said. :slight_smile: The mana/spell system is just a quick demo, I don’t intend to make a complex spell system, since every game has it differently (some games don’t even have mana or spells). With the kit, I’m focusing on the network stuff such as login/registration and chat, leaving the gameplay decisions to the game designer.

Thanks for the kind words, I’m glad that the kit has been of help to you. :slight_smile:

It is not possible to use Steam Achievements (not sure about Leaderboards) without an appid. If you have an appid (usually that means your game is Greenlit or you have a publisher), you can check out the official guide that linked or my guide on Achievements.

That is because actual plugins (as opposed to projects), in the marketplace all install to the engine directly. You then enable or disable them on a per-project basis.

Not entirely true. You can use appid 480. It’s Valve’s official appid for testing/implementation in your game prior to being Greenlit.