hi,!
Plugins Development,Pay,can do?
Plugins,Loading assets from a pak file
Make sure that youāre calling OpenLevel only on the client that owns the character that has stepped into the trigger. If the server calls it, it will change the map, quite possibly kicking the players. Other players shouldnāt call it either. To call it only on the owning client, you can use IsLocallyControlled node on the character.
The screenshot is epic :). Well thatās certainly not the best way to do it - Iād probably create a new widget to use as class toggles. That widget should contain a button that when clicked, changes its style to the āactiveā style and changes the style of its siblings (you can use GetParent -> GetChild) to āinactiveā style. Active and inactive styles can be variables. When clicked, it should also set ClassSelection variable in MainMenu to the toggleās character class, the same as it was done in the demo. The character class variable of the toggle widget should be Exposed and Editable, so that you can choose it when adding a new toggle to the MainMenu in Designer view. You can set the text and/or icon of the toggle in its Event Construct, based on its character class.
Anyone else old enough to remember Spirograph?
That sorted it out! Thank you!
Was that the thing you put a pencil in on paper and spin it around, had teeth like a gear? lol
Exactly!
Iāve been working on this for a few hours but havenāt made any headway.
I want to spawn the player at the location he logged out from, not at PlayerStart. I have a scheme for saving the logout location but havenāt found a way to set the playerās location at OnPostLogin. Setting the Initial Location and Rotation of the player controller doesnāt appear to work.
Does anyone have an idea how this might this be accomplished?
Thanks! Iāll dig into that.
Ok so I got pretty far, I used CharacterButton widget as a guide. Since it is similar. I am stuck on one part though. How to make each button in sequence list a different class.
Hi,
Itās the default behavior - when the character logs off, its location is saved to the db and it will spawn at that location the next time the player enters the world. So it should work like that out of the box unless youāve changed something.
Iām trying to modify the ability Data Asset. I want to be able to add a new ENUM list to it, similar to the example in the Online documentation. Seen below
Iāve tried modifying the existing enum by changing the UMETA display name, but there is no change in the blueprint.
How would i go about getting this change to work, or add a whole new enum list to the data asset?
This is the code iāve added (Spellcasted Enum) to try to add a new enum to the data asset.
Data is being modified under the Ability.h C++ file
Thanks! We bought the MMO KIT as a reference and learning aid and are not actually using it as the basis of our project. Our design does not incorporate most of the standard MMORPG mechanisms, such as identified quest givers and linear quests, and rather than heavily modify the kit we are simply reconstructing/cloning/adapting elements of it.
You have to compile it, either in UE4 (big Compile button in the editor) or in Visual Studio (right click on project name in solution explorer -> click Build).
The compilation should show you that youāve made two variables with the same name (both are called Type), so you should rename one to get a successful compilation.
When you get a successful compilation, restart the editor.
You can check out saving characterās position in CreateSaveCharacterRequest (blueprint MMOPlayerState), and loading happens in OnResponseGetCharacter.
Thanks again!
Hi all,
I am a php novice of the first degree. Iāve added more equipment slots, and obviously want to save them like the other equipment slots are saved. Iāve edited MMOPlayerState and the requisite php files to make this happen, and it totally works. YAY!
HOWEVER.
On PIE, when I load a character, I get spammed with the following error:
LogJson:Error: Json Value of type āNullā used as a āStringā.
Like a bunch, way more than I have fields in the DB (35 in Character, but thereās a couple hundred of these error messages).
As far as I know, Iāve got the defaults right in the DB for the equipment slots that Iāve added (varchar(100), Null: Yes, Default: Null) - as far as I can see, itās identical to how the existing equipment is handled.
Again, functionality is there, I can log in and log out and my equipment persists, but Iām not a fan of these error messages, and would like to be doing this correctly. Iām just not sure how! This only happens on loading a character, saving a character doesnāt seem to throw any errors at all.
Greetings Mr. Spartan,
I am about to update to 4.13 for reasons non-related to this lovely kit. I was just wondering before I do. Version 1.7* of the kit isnāt scheduled for any time soon is it? Thereās no reason for me to hold off on this is there?
Thanks muchā¦
I havenāt really touched the GUI or the mechanics that much, but hereās some teasers of what Iāve been doing, for those of you like me that like to come on here and see what people have done with it.
https://youtu.be/1u4VF3nfL0E
^shows character creation basics Iāve implemented using morph targets and slides⦠saves morph target values to the db.
https://youtu.be/dQmJoLjqL3U
^shows implementation of the ocean and ship from the community ocean project in ue4 as well as other things
https://youtu.be/XQtbuxSQUqA
^ shows one of the major cities and the arena, demonstrates post process and is pretty
https://youtu.be/bR2QKcUlJDs
^ shows the fjord and some other junk⦠it has a weird rubberband effect in the recording, cause of bandicam overlay⦠if anyone knows of a videocapture software that runs well alongside the editor without lag, Iād be much appreciativeā¦
http://mockupgames.net has more info and the youtube channel those were on has more videos and info, keep in mind I have since optimized all levels, bsp and SMs to have a steady 60fps at top graphic quality even with the tesselations.
Thanks all!
I enjoyed looking at your respective progresses and so I thought Iād share what Iāve been doing with this great kit. I utilize a lot of third party assets so if any of you see anything you like but donāt recognize it from the market, just let me know and Iāll steer you the right way. I love this community.
Haha I thought I was the only one that enjoyed such aesthetic visuals from massive blueprints⦠I have a few of these beasts in my project, the sliderbars for the facial morphs is a monster like this. And now, of course⦠After Iāve done it I see 10 ways to make it more efficient⦠but it doesnāt lag and my OCD likes the way it looks in blueprint.
Yeah apparently there is some outdated stuff in the CleanThirdPersonBuild.cs referencing onlinesubsystemsteam which is keeping my project from converting to 4.13 anyhow, which is really odd since we arenāt utilizing steam in this kit and I didnāt add it? Very strange. So, scratch that last question and replace it with this. When can we get a 4.13 build? lol
I tried just removing the code that was causing the errors to see if it would fly, but it just snowballed into way more errors.
Update: I fixed the obsolete subsystem code, I just didnāt realize I messed up the format. So, then it got past that and converted. However, the VaRest plugin is having entry point problems (as well as the ocean plugin if any of you use it, irrelevant here) So, I speculate there wonāt be a 4.13 build of the mmokit until the VaRest plugin gets updated to 4.13 atleast.
I usually donāt hop on to a new editor version, however, I jumped the gun a bit because the trees Iāve been wanting to use are just broken in 4.12 but fixed in 4.13. Sucks but hey, when do all the planets line up so perfectly. I miss 4.11. lol⦠thanks for listening to this process.
Oh⦠but apparently they updated the VaRest plugin lastnight! Well⦠Iām just blubbering on here. Ignore me. Good news then⦠hope it works lol. Iāll test it and see if the 4.12.5 version will work if I throw in the new VaRest plugin. Iāll post my findings later if no official news is released.
Ok so: If you already have your project files generated for visual studio, and you can open it in visual studio and access the CleanThirdPersonBuild.cs under resources/cleanthirdperson/ then your in luck, comment out all that **** calling the steam subsystem. (which is outdated in 4.13, you just use the plugin for steam sub system now and donāt stupidly miss a closing bracket like I did), then right-click your launcher switch engine version to your compiled 4.13 version, throw the new VaRestplugin for 4.13 from github in place of your old one⦠and whammo⦠you now have the 4.12.5 mmokit seemingly working well in 4.13ā¦
If you havenāt already generated your project files and are starting from scratch⦠be a sane person and just wait for the official build because you probably wonāt be able to generate the visual studio files (or if you are dead set on it, generate and compile it in 4.12.5 editor and then do this)⦠if you are afraid of messing up your project or just havenāt learned how to back things up, or think that the unreal editor compiled from source is the devil⦠just wait for the official 4.13 mmo kit build⦠But if you are like me and mess your project up twice a day and fix it or copy from back up and have some stupid reason to rush it⦠( though at this point i just didnāt want it to win) then good luckā¦
I also changed the true to false where the OSS ā<bCompileSteamOSS>false</bCompileSteamOSS>ā in buildconfiguration.xml, I donāt think this is necessary⦠however if you do that above and it still gives the OSS error⦠then just hit ctrl f in VS and search for steam, it will pop up and be pretty obvious after a few next results.
Again⦠It probably wonāt be long before this isnāt necessary, but if you have some reason (I just really want to world build) then good luck works and isnāt that terribly hard.
For some reason I cannot get this to build the server, I can create a toon in the editor, but that is as far as I can getā¦
D:\UE4\Epic Games\4.12\Engine\Intermediate\Build\Win64\UE4Server\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(2): error C2857: ā#includeā statement specified with the /YcC:\mmogame\Intermediate\Build\Win64\UE4Server\DebugGame\UELinkerFixupsName.h command-line option was not found in the source file
1> VaRestPlugin.generated.cpp
1>d:\ue4\epic games\4.12\engine\source\runtime\inputcore\publicā¦/Classes/InputCoreTypes.h(5): fatal error C1083: Cannot open include file: āInputCoreTypes.generated.hā: No such file or directory
1>d:\ue4\epic games\4.12\engine\source\runtime\inputcore\publicā¦/Classes/InputCoreTypes.h(5): fatal error C1083: Cannot open include file: āInputCoreTypes.generated.hā: No such file or directory
1>d:\ue4\epic games\4.12\engine\source\runtime\inputcore\publicā¦/Classes/InputCoreTypes.h(5): fatal error C1083: Cannot open include file: āInputCoreTypes.generated.hā: No such file or directory
ā¦then it errors out, I tried re-installing the entire 4.12 engine and source, and deleting the entire project and Generating the Visual Studio Project Files, no dice⦠Any help on this?