I see.
It seems to me that your ftp server isnât returning error code correctly. It should be returning 550, but is returning -1 instead, even though the message it sends in plan English claims itâs the 550 error code situation. The uploader previously relied on error messages in english, which wasnât ideal for obvious reasons. Then I changed it to rely on error codes about a year ago, and with your particular server it doesnât seem to work. Iâd like you to send me your Settings.ini by email and Iâll inspect what itâs returning and what changes in code there needs to be made. My email is [EMAIL=â.supp@gmail.comâ].supp@gmail.com
Port to 4.19 and a bugfix in chat message deserialization on the client side.
If the server sent two messages instantaneously (e.g. two whispers happening at the same time), the client was merging the two messages into one and the product of that merge was some gibberish. Also, there was a message length limitation of 256 characters that now doesnât exist. Iâm working on the port, it should be ready tomorrow.
open TargetText umg, find the branch with a comment âis visible on the screen if nothing blocks itâ and add additional checks: screenlocation must be more than 0 and less than viewport size. Epic change something in the âconvert world location to screen locationâ node.
(or just replace the TargetText file)
replace ChatConnect.h and ChatConnect.cpp with the ones that come with the 4.19 version.
replace the LookAt bp with the one from the 4.19 version
If youâre getting the following error on startup: âWarning: SpawnActor failed because no class was specifiedâ, thatâs because no HUD class is assigned in gamemode. Assign some empty HUD class.
Do you mind saying what functions changed in the ChatConnect.cpp/h ? I have mine very modified already⌠been looking for a while but could only find one thing different on the .cpp function âSendDataââŚ
A suggestion for future release or is it planned already⌠what would be handy and Iâm trying to figure a way of implementing it, and that is admin/gm toolset menu in game. To teleport a player, give item, spawn actors ect⌠could I use the role column in database and create a value e.g. admin. And the in the blueprint set a bool is admin linked the database, then if true load the custom menu??
*I am very interested in this project. Is it still being updated and maintained? Is it compatible with the latest UE4?
Thank You.*
Looks like you still are and its updated. Would you recommend someone start a new project inside this MMO Kit and then expand on it? I have been toying for years but I feel its time to hunker down and start fleshing this game idea out, so I have a blank space to work with.
For those that are interested, I have created a Docker Image that contains all the MMOKIT DB Structure and PHP files on it. I will gladly share the Docker Compose file if you are interested. It is basically a LEMP server (MySQL, PHP, and NGINX on Linux).
I bought the MMO kit a long time ago. I have never had an issue with getting the kit, nor when updates come out, I have had no troubles getting those either. I to was skeptical to use Selfy as I had never used it before. But, I have no complaints over how I got the kit, how I get updates or anything.
I hope you decide to get the kit. If you do, Welcome to the club.