Well I’m exactly asking about suggested architecture when using MMO Starter Kit.
For example, for me it makes more sense in case if MMO Kit becomes a middleware and my custom servers are on the first level: multiple-custom-logic-servers -> multiple-mmo-kit servers -> clients
There are entire books written on which architecture fits your needs… it really depends on what kind of game you have. MMO is not a type of game architecture, it’s a genre. Almost every MMO uses their own snowflake architecture
That’s why I’m asking about how exactly it could be made with this current MMO Starter Kit. I’m not asking about some kind of “general MMO-game architecture”. Just about current implementation.
Again, it needs to fit your needs based on what you want. You haven’t stated what you want :D. Just trying to help friend. If you want a zone based implementation, yes you’ll need multiple servers that default to different maps, and some middle layer code to transfer the connection between map servers. They need to be pretty much identical except for the default loaded map.
In that case, where is MMO Kit? Does it serve as a “map server”?
If so, it means, it’s designed to work in multiple instances somehow (even if it doesn’t have connections/transfers itself)?
HI ! Can some one help me ? i cant open this project ;/
when i try to change version unity to run it i see:
Running C:/Program Files (x86)/Epic Games/4.13/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“C:/Users/skava/Documents/My games/Release-1.7/MMOStarterKit-1.7/CleanThirdPerson.uproject” -game -rocket -progress
Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
Discovering modules, targets and source code for project…
UnrealBuildTool Exception: System.Exception: Could not find token at index 0
at fastJSON.JsonParser.NextTokenCore()
at fastJSON.JsonParser.LookAhead()
at fastJSON.JsonParser.ParseValue()
at fastJSON.JsonParser.Decode()
at fastJSON.JSON.Parse(String json)
at UnrealBuildTool.JsonObject.Read(String FileName)
at UnrealBuildTool.PluginDescriptor.FromFile(FileReference FileName)
at UnrealBuildTool.PluginInfo…ctor(FileReference InFile, PluginLoadedFrom InLoadedFrom)
at UnrealBuildTool.Plugins.ReadPluginsFromDirectory(DirectoryReference ParentDirectory, PluginLoadedFrom LoadedFrom)
at UnrealBuildTool.Plugins.ReadProjectPlugins(DirectoryReference ProjectDirectory)
at UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName)
at UnrealBuildTool.ProjectFileGenerator.AddProjectsForAllTargets(List1 AllGames, ProjectFile& EngineProject, Dictionary
2& GameProjects, Dictionary2& ProgramProjects, HashSet
1& TemplateGameProjects)
at UnrealBuildTool.ProjectFileGenerator.GenerateProjectFiles(String] Arguments, Boolean& bSuccess)
at UnrealBuildTool.UnrealBuildTool.GenerateProjectFiles(ProjectFileGenerator Generator, String] Arguments)
at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String] Arguments)
What i need to do ? what i need to have ?
Where i can find source build UE4 ? i cant find it on GitHub ;/ when i come to link i see error 404 and not found
Hi !
Can someone give new link to source build ue4 ? Is not found on github
Log in Unreal engine account(or creat it if not have). Epic Games
Settings Your profile and write GITHUB ACCOUNT NAME: “your_github_account_name”… Save. You will receive an e-mail and coud use this link. Epic Games · GitHub
@skawa1992
At GitHub you can checkout the source code and then build it your self using Visual Studio
I’ve purchased the MMO Starter Kit, but was wondering if there is a barebones version that only has the login and session handling, not even the persistent world, multiplayer, character, items, etc.
I know that I can just gut the full Starter Kit, but it would be really messy and tedious. Basically, I just want the VA_rest with the login menu, PHP files, and basic login Blueprints.
Thank you!
I’ve noticed on the latest build on Sellfy that quests are not properly saved/updated on completion, which posts a “cannot find field name completed as bool” log by VArest in the server log. An easy way to fix this is to change the MMOPlayerState->On Response Get Character->Quest Progress blueprint comment group to this change:
There are plenty of login tutorials across the web, VARest is a free plugin and you wouldn’t even need to make a compiled dedicated server to use it, you honestly don’t even need to know JSON if all you want to do is check JSON. It’s basically just setting up the text fields to update a username and password variable, then sending that via a GET or POST request to a php login page that echoes a 1 for login good or 0 for login bad. The actual login blueprint is only like, 6 blocks not including variable references.
Hi ,
I was wondering if you’ll be providing detailed upgrade instructions in the future in the same way as you did for the 4.12>4.13 release (editing the build.cs etc.)?
I realise for the C++ side of things changes can be checked with winmerge, so I’m mainly thinking of BP edits that you make.
Thanks.
bump please help its been weeks
Anyone have any luck porting to 4.14, or should I be patient? (I know I should be patient, haha)
Sorry for having kept you waiting. I think this error pops up if you happen to upload an empty file. But if you’re uploading your game directory for the first time, it shouldn’t be occurring. Try deleting everything on ftp and upload the game for the first time again. If it persists, send me your launcher in PM along with the config file and ftp credentials, so I can test it myself.
For all other questions, I’ll try to go through the thread on this/next weekend. I’ll also try to tackle the 4.14 then too.
I’ll try to do that, sure.
Huzzah! Thank you sir!
i have a way to port but i’m not sure if it breaks the server up…
if you edit the CleanThirdPersonServer.Target.cs in the source folder to this
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class CleanThirdPersonServerTarget : TargetRules
{
public CleanThirdPersonServerTarget(TargetInfo Target)
{
Type = TargetType.Server;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
base.SetupBinaries(Target, ref OutBuildBinaryConfigurations, ref OutExtraModuleNames);
OutExtraModuleNames.Add("CleanThirdPerson");
}
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
if (UnrealBuildTool.UnrealBuildTool.IsEngineInstalled())
{
UEBuildConfiguration.bCompileLeanAndMeanUE = true;
// Don't need editor or editor only data
UEBuildConfiguration.bBuildEditor = false;
UEBuildConfiguration.bBuildWithEditorOnlyData = false;
UEBuildConfiguration.bCompileAgainstEngine = true;
// no exports, so no need to verify that a .lib and .exp file was emitted by the linker.
OutLinkEnvironmentConfiguration.bHasExports = false;
}
else
{
// Tag it as a UE4Game build
OutCPPEnvironmentConfiguration.Definitions.Add("UE4GAME=1");
}
}
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
// public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
// {
// if (HostPlatform == UnrealTargetPlatform.Mac)
// {
// return new List<UnrealTargetPlatform>();
// }
// return new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.Linux };
// }
// public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
// {
// return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
// }
}
your able to port it but maybe then the server wont work.
Hmm I’ll try that with a test project tonight and see how server behaves, thanks Sqitshi!
Hey everybody,
I’ve gotten permission from Zenimax (they were very nice) to build a fallout fan game as long as I didn’t sell anything. SO I figured I would just make a little roleplaying server for me and my friends. I’m at a Game Design school so two weeks later I have a few friends working with me on this. However I wanted to come here for advice before I began severely messing with the player character.
Here’s what I need: I’m trying to safely replace the current damage/combat system with my own, as well as the current animbp. I know this is a complicated process but I figured I would come to you all for at least some direction before getting myself into any chaos.
If it helps I’m aiming for a more “fps” like structure. Also if any of you are interested in talking about anything and everything, including projects current and past. I’d love to!