When a new ue4 version comes out, it usually takes a week or two for a new kit version to come out.
Whether it’s 100 or 150 depends on your gameplay of course. Fortnite’s gameplay allows 100. Maybe your MMO’s gameplay would allow more. Depends.
I’ve not modified the engine, no.
All actors have a variable called “Net Cull Distance Squared”, it’s a distance after which they don’t get replicated to others.
this is something I’m trying to figure myself, i realise the post is outdated and changes would have been made. but where is the JSONRequests blueprint in the current version, i cant seem to find it
The launcher GameUploader is not creating the hash.xml file… the only thing works is placing a self made hash.xml file into the launcher folder but thats not how it works right?
uploader downloads hash.xml to compare local version with the one on server, temporarily stores it as oldHash.xml
uploader uploads new hash.xml to newupdate/hash.xml on server along with update files
php deployer copies newupdate/hash.xml to root folder during deployment
launcher downloads it, calling it locally serverHash.xml. It compares serverHash.xml to localHash.xml (that might not exist if it’s being launched for the first time). After update is complete, serverHash.xml is kept as localHash.xml
How does this manifest itself? When you upload the game through uploader and go on the php-deployer page, it says that there is nothing to deploy, or what exactly is happening? All files are in newupdate/, except for hash.xml?
I’m justing following the tutorial and yes i can’t deploy after i ran the gameuploader because the gameuploader fails because it can’t find the hash.xml(error 550)
It’s not an error if it doesn’t find hash.xml, it means the upload is happening for the first time (or at least you didn’t deploy on the php after previous uploads).
Please show the entire output from the gameuploader.