acxsasx
(acxsasx)
July 15, 2016, 6:37pm
1317
Hello everyone!
I have the 1.5 version of the kit. VS 2015 Update 2. I have successfully ran it from a 4.11 build.
Shouldn’t I be seeing the uassets in the editor that are in the directory?
Dahak
(Dahak)
July 18, 2016, 9:42pm
1318
I’m having problems adding new ability types. I wanted to expand the abilities to include SpellDamage,SpellHeal, and SkillAbility, so I could control them differently.
The code I added to ability.h was:
enum class AbilityType : uint8
{
Damage UMETA(DisplayName = “Damage”),
Heal UMETA(DisplayName = “Heal”),
BuffHealth UMETA(DisplayName = “BuffHealth”),
SpellDamage UMETA(DisplayName = “SpellDamage”),
SpellHeal UMETA(DisplayName = “SpellHeal”),
Skill UMETA(DisplayName = “Skill”)
};
(basically, everything after buff health).
After creating a spell using SpellDamage, I’m getting this error, and icons aren’t working:
LogEnum:Warning: In asset ‘/Game/MMO/Abilities/MAgicArrow.MagicArrow’, there is an enum property of type ‘AbilityType’ with an invalid value of ‘AbilityType::SpellDamage’
EDIT
Fixed the error with the enum property after a 2nd rebuild (for some reason the first one didn’t fix it) but icons are still blank. The existing ones haven’t changed, but any new ones I select come out as a white squar.
Also looking for confirmation on this.
Micha_Ill
(Micha_Ill)
July 19, 2016, 5:34pm
1321
Actually I didn’t tried anymore.
My own MMO will be built on 4.10.4.
For me it’s the most stable version and also I did wrote my Cacheserver wrapper for this.
So for me there will never be a point to switch to 4.12
conFIGured
(conFIGured)
July 19, 2016, 10:29pm
1322
Hi all,
Just bought this starter kit and I am very excited to dive in. I have been learning c++ as I go and I have not messed with blueprints much, I hope its not too difficult to get a handle on.
yskwork
(yskwork)
July 20, 2016, 5:06am
1323
How can I have different PvP rules per zone? blueprint node use what
Dahak
(Dahak)
July 21, 2016, 4:13am
1325
I’ve been managing to eventually resolve my issues (blank icons issue wasn’t my change at all, spell icons only work if they are in a specific folder), but I could really, really use some help with something.
I’m trying to log output and error messages from a system in MMOCharacter to the chat UI. I’ve tried a number of different ways, but it’s just not working. Using references to Chat or MMOInstance->ChatWidget just returns a “none” error in the server log, and nothing gets sent to them. I also tried copying exactly the out of range error message code, and that doesn’t error, but doesn’t write to the screen. If anyone can help me with this, I will be deeply grateful - my skill system is working wonderfully, but I need to provide some sort of feedback to the players so they know.
Medvega
(Medvega)
July 23, 2016, 3:42am
1328
Check your warnings + errors.
All reasons are here.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:948] 0]LogInitisplay: Warning/Error Summary (Unique only)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:948] 0]LogInitisplay: -----------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:948] 0]LogInitisplay: LogProperty:Error: UStructProperty::Serialize Loading: Property ‘StructProperty /Game/MMO/Blueprints/Inventory/CooldownGetContent.CooldownGetContent_C:GetContentId.Content’. Unknown structure.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:950] 0]LogInitisplay: LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = ‘Weapon’ hasn’t been found
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:950] 0]LogInitisplay: LogBlueprint:Warning: ValidateTemplates ‘/Game/MMO/Blueprints/UserInterface/MXSD/M1.M1_C:InheritableComponentHandler’: overridden template is invalid - component ‘None’ from ‘/Game/MMO/Blueprint
MainFrameActions: Packaging (Windows (64-bit)): s/UserInterface/MXSD/BaseMoveActor.BaseMoveActor_C’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:951] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning ‘NPC’ does not inherit from ‘MMOCharacter’ ( Cast To NPC would always fail).
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:952] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0016.00] Compile of MMOCharacter successful, but with 1 Warning(s) [in 154 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:953] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0016.01] Compile of MMOCharacter successful, but with 2 Warning(s) [in 13 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:954] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0016.02] Compile of MMOCharacter successful, but with 3 Warning(s) [in 0 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:954] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOPlayerController] Warning Can’t connect pins Target and As MMOCharacter : MMOPlayer Character Reference is not compatible with MMOCharacter Reference.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:955] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOPlayerController] Warning Can’t connect pins As MMOCharacter and Target : MMOCharacter Reference is not compatible with MMOPlayer Character Reference.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:956] 0]LogInitisplay: LogAnimMontage:Warning: UAnimMontage::PostLoad: The actual sequence length for montage Attack1_nvQ_Montage does not match the length stored in the asset, please resave the montage asset.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:957] 0]LogInitisplay: LogAnimMontage:Warning: UAnimMontage::PostLoad: The actual sequence length for montage Attack1_lang does not match the length stored in the asset, please resave the montage asset.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:958] 0]LogInitisplay: LogLinker:Warning: Can’t find file ‘/Game/ProceduralNaturePack/Meshes/rocks_boulders/rock_boulder_a’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:959] 0]LogInitisplay: LogUObjectGlobals:Warning: Failed to load ‘/Game/ProceduralNaturePack/Meshes/rocks_boulders/rock_boulder_a’: Can’t find file ‘/Game/ProceduralNaturePack/Meshes/rocks_boulders/rock_boulder_a’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:960] 0]LogInitisplay: LogUObjectGlobals:Warning: Failed to find object ‘Object /Game/ProceduralNaturePack/Meshes/rocks_boulders/rock_boulder_a.rock_boulder_a’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:961] 0]LogInitisplay: LogRedirectors:Warning: String Asset Reference ‘/Game/ProceduralNaturePack/Meshes/rocks_boulders/rock_boulder_a.rock_boulder_a’ was not found!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:962] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0041.97] Compile of MMOCharacter successful, but with 1 Warning(s) [in 143 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:962] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0041.98] Compile of MMOCharacter successful, but with 2 Warning(s) [in 14 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:963] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0041.98] Compile of MMOCharacter successful, but with 3 Warning(s) [in 0 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:964] 0]LogInitisplay: LogText:Warning: Saving FText “Speak to the Veteran” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Quests/SpeakToVete
MainFrameActions: Packaging (Windows (64-bit)): ran.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:965] 0]LogInitisplay: LogText:Warning: Saving FText “Hello there! The Veteran is looking for you! Her house is nearby, behind the stone fence.” which has been converted at load time please resave source package FBuff
MainFrameActions: Packaging (Windows (64-bit)): erArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Quests/SpeakToVeteran.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:967] 0]LogInitisplay: LogText:Warning: Saving FText “At last you’ve arrived.” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Quests/SpeakToVeteran.uasset to avoid determinisitic cook and localizat
ion issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:968] 0]LogInitisplay: LogText:Warning: Saving FText “Magical Research” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Quests/CollectStrangeP
MainFrameActions: Packaging (Windows (64-bit)): otions.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:970] 0]LogInitisplay: LogText:Warning: Saving FText “I need you to bring me all the vials and tomes that you find on the bandits.” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Quests/CollectStra
ngePotions.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:974] 0]LogInitisplay: LogText:Warning: Saving FText “Bring 2 Strange Potions and a Magic Tome to the Alchemist.” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-
MainFrameActions: Packaging (Windows (64-bit)): 2016722/Content/MMO/Quests/CollectStrangePotions.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:976] 0]LogInitisplay: LogText:Warning: Saving FText “Thank you, we will start researching these at once.” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Quests/CollectStrangePotions.uasset to avoi
d determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:978] 0]LogInitisplay: LogMaterial:Warning: Failed to compile Material /Game/MMO/Materials/M_Highlight.M_Highlight for platform PCD3D_SM5, Default Material will be used in game.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:978] 0]LogInitisplay: LogMaterial:Warning: (Node SceneTexture) SceneColor lookups are only available when MaterialDomain = Surface. PostProcessMaterials should use the SceneTexture PostProcessInput0.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:979] 0]LogInitisplay: LogMaterial:Warning: Failed to compile Material /Game/MMO/Materials/M_Highlight.M_Highlight for platform PCD3D_SM4, Default Material will be used in game.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:980] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0058.05] Compile of MMOCharacter successful, but with 1 Warning(s) [in 150 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:981] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0058.06] Compile of MMOCharacter successful, but with 2 Warning(s) [in 13 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:982] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0058.06] Compile of MMOCharacter successful, but with 3 Warning(s) [in 0 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:982] 0]LogInitisplay: LogText:Warning: Saving FText “Strange Potion” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Blueprints/Inventory/Str
MainFrameActions: Packaging (Windows (64-bit)): angePotion.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:984] 0]LogInitisplay: LogText:Warning: Saving FText “A green potion. It’s probably not wise to drink it.” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722
MainFrameActions: Packaging (Windows (64-bit)): /Content/MMO/Blueprints/Inventory/StrangePotion.uasset to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:985] 0]LogInitisplay: LogText:Warning: Saving FText “Magic Tome” which has been converted at load time please resave source package FBufferArchive /Game/MMO/Blueprints/Inventory/MagicTome to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:986] 0]LogInitisplay: LogText:Warning: Saving FText “An old book full of strange runes.” which has been converted at load time please resave source package FBufferArchive /Game/MMO/Blueprints/Inventory/MagicTome to avoid determinisitic cook and localization issues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:987] 0]LogInitisplay: LogLinker:Warning: Can’t find file ‘/Game/MMO/Blueprints/Inventory/IconsByRavenmore/64/axe’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:988] 0]LogInitisplay: LogUObjectGlobals:Warning: Failed to load ‘/Game/MMO/Blueprints/Inventory/IconsByRavenmore/64/axe’: Can’t find file ‘/Game/MMO/Blueprints/Inventory/IconsByRavenmore/64/axe’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:989] 0]LogInitisplay: LogUObjectGlobals:Warning: Failed to find object ‘Object /Game/MMO/Blueprints/Inventory/IconsByRavenmore/64/axe.axe’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:990] 0]LogInitisplay: LogRedirectors:Warning: String Asset Reference ‘/Game/MMO/Blueprints/Inventory/IconsByRavenmore/64/axe.axe’ was not found!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:991] 0]LogInitisplay: LogText:Warning: Saving FText “Iron Axe” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Blueprints/Inventory/IronAxe.uasset to avoid determinisitic cook and localization issu
es.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:992] 0]LogInitisplay: LogText:Warning: Saving FText “An old axe.” which has been converted at load time please resave source package FBufferArchive E:/MMOStarterKit-1.5-2016722/Content/MMO/Blueprints/Inventory/IronAxe.uasset to avoid determinisitic cook and localization i
ssues.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:994] 0]LogInitisplay: LogBlueprint:Warning: Node ‘/Game/MMO/Blueprints/Chat/MySocketConnect.MySocketConnect:EventGraph.K2Node_Event_686’ missing NodeGuid, this can cause deterministic cooking issues please resave package.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:995] 0]LogInitisplay: LogLinker:Warning: Can’t find file ‘/Game/Meshes/Deer/red_deer_buck_SKELMESH’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:995] 0]LogInitisplay: LogUObjectGlobals:Warning: Failed to load ‘/Game/Meshes/Deer/red_deer_buck_SKELMESH’: Can’t find file ‘/Game/Meshes/Deer/red_deer_buck_SKELMESH’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:996] 0]LogInitisplay: LogUObjectGlobals:Warning: Failed to find object ‘Object /Game/Meshes/Deer/red_deer_buck_SKELMESH.red_deer_buck_SKELMESH’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:997] 0]LogInitisplay: LogRedirectors:Warning: String Asset Reference ‘/Game/Meshes/Deer/red_deer_buck_SKELMESH.red_deer_buck_SKELMESH’ was not found!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:998] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0077.46] Compile of MMOCharacter successful, but with 1 Warning(s) [in 155 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.25:999] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0077.47] Compile of MMOCharacter successful, but with 2 Warning(s) [in 12 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.26:000] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0077.47] Compile of MMOCharacter successful, but with 3 Warning(s) [in 0 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.26:001] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0096.95] Compile of MMOCharacter successful, but with 1 Warning(s) [in 157 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.26:003] 0]LogInitisplay: LogBlueprint:Warning: [compiler MMOCharacter] Warning [0096.97] Compile of MMOCharacter successful, but with 2 Warning(s) [in 13 ms]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.26:004] 0]LogInitisplay: NOTE: Only first 50 warnings displayed.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.26:005] 0]LogInitisplay:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.07.23-00.03.26:005] 0]LogInitisplay: Failure - 9 error(s), 229 warning(s)
Medvega
(Medvega)
July 25, 2016, 12:45pm
1330
Tried 4.12.5 myself, don’t see this issue anymore.
Have a few warnings after compilation, but they don’t look like smth serious.
So - for the last two years I have been working on a project in unity3d. Sadly, the tech I was using is outdated now, and have been lurking in this thread since December of '14. Today I bought the MMO Starter pack, and will be transferring all of my Unity assets to UE4. Which is going to take a couple of months to do. Because… there is a lot.
I plan to rebuild the terrains by hand inside of UE, rather than try and export them and have to retexture anyway - plus, I feel the look will be better this way.
Just saying hi, and that’s just what I’m up to. Looking forward to guilds
all this and Lord Vader quotes too? Awesome.
Tarly
(Tarly)
July 26, 2016, 5:51pm
1334
So - for the last two years I have been working on a project in unity3d. Sadly, the tech I was using is outdated now, and have been lurking in this thread since December of '14. Today I bought the MMO Starter pack, and will be transferring all of my Unity assets to UE4. Which is going to take a couple of months to do. Because… there is a lot.
I plan to rebuild the terrains by hand inside of UE, rather than try and export them and have to retexture anyway - plus, I feel the look will be better this way.
Just saying hi, and that’s just what I’m up to. Looking forward to guilds
Welcome to Unreal man…
This kit is rocking, as you probably know since you have been lurkin for some time. I just thought you were part of the cleaning staff… (Yes… we saw you out there…muhahahaha)
Seriously though… welcome to the kit.
I wanted to chime in here, and 4.12.5 is packaging just fine with our project! Thankfully!
so - a few questions;
are the quests, items, etc. store in the client, or the server side?
is there a diagram showing the data flow any where?
or a logic diagram?
and what will prevent someone from injecting their own stats into the local client or the remote db?
as i update the game; do i have to rebuild the package for the server as well?
I am trying to get a handle on the overall “how does this work”, this way I can build my infrastructure accordingly.
Kawto
(Kawto)
July 27, 2016, 2:24am
1338
From what i can gather the kit uses replication for stats which is authenticated by the server.
google ue4 replication
does @ visit often? I am not seeing anything since june-ish…
or are there others developing this plugin as well?
Tarly
(Tarly)
July 28, 2016, 12:43am
1341
Code is Always around… Add him/her in Skype “” and you can skype questions and get answers quickly
T.