MMO Starter Kit

Hey all,
With all the changes for networking due to fortnite, do we need some change to make it work or to optimize this marvelous starter kit on 4.19?

Hi, I’ve Purchased the MMO Starter Kit, and I’m very pleased with it so far! I am actually trying to integrate another inventory kit I have purchased, Is there any way to cleanly remove the inventory system we have in the kit so I can merge my other inventory system in?

The Inventory System I am Trying to Implement. ^ Has all Server/Client functions included.

LogVaRest: Response (200):
JSON(
{ā€œstatusā€:ā€œOKā€,ā€œnameā€:ā€œ\u541b\u610fā€,"

Name,why? UE4 4.19

The license is the same as for UE4 Marketplace. You can use the asset to make games, but you can’t resell the asset.
I’ll include it in the next version.

As for 4.14.3 - sure, I keep all versions. Send me an email to .supp at gmail.com

I think a couple of people on the Discord channel did it, you could ask there. There’s no way to remove the inventory system in one click, no. But ultimately, the inventory is just an array that you can remove and then see what fails after that, and fix the problems one by one.

The changes are transparent and don’t require any architectural changes in the projects. From what I understand, either 4.20 or 4.21 is going to bring back a really important change (that used to be on by default by the way). Right now, when the server multicasts an event, a channel gets forcibly open and replication occurs even for net-culled actors, which forces all clients to create these actors, and only variable replication is skipped for them. This is very unoptimized if you rely on multicasts. The 4.20 or 4.21 update should fix this.

In the script that returns this, add JSON_UNESCAPED_UNICODE parameter to the json_encode() method.
For example: echo json_encode(array(ā€˜status’=>ā€˜OK’, ā€˜characters’=>$chararray), JSON_UNESCAPED_UNICODE);

WorldItem, disappear, Why?

they disappear from the game after the server has been running for a while

UE4 4.19

OK Good!

Do you mean they disappear from the game after the server has been running for a while? If so, check WorldItem’s Initial Life Span default value, it should be zero. Also, check if you’re not setting it in the Dropitem method in MMOPlayerCharacter.

Greetings fine folk of the Unreal Forums. I’ve gotten everything to work so far expect one simple thing. the whole uploader\launcher thingy. i’m always getting connection errors but they are really vague. i wonder if there are any helpful people in here who could send me a pic of just how in the world you have set it up?

I hope.
Lok

Nevermind! Found a post by someone else here regarding the same subject and it seems it has been forgotten to write about a zip file in the documentation! it works :smiley:

Glad you figured it out. I could update the documentation if you describe the problem and how it gets fixed.

Where are my online manners, i forgot to explain the problem:eek:

there seems to be 2 issues with the launcher, that i’ve experienced at least!

The first run it does not generate an .XML file in the FTP folder that has the deployment files. To make it work i have to take the .XML file that was generated in the belonging temp folder and upload it to the server!

it seems to require a .ZIP file of the game (ex. WindowsClient.zip) on the FTP server, placed in the folder of the deployer.

this is what it has seemed i have to do, to have an functional launcher. After the initial complete upload everything is fine and dandy! No problem updating files or even remove them all.

If this is 100% accurate i’m not sure but i think thats the way it went. I’ll make a note of it if\when i fiddle with it the next time.

Also, maybe you could create some light documentation on how to customize the launcher itself? nothing fancy, links to relevant information is always helpful!
I’ve tried digging through the code today but seeing as even visual studio is alien to me i feel powerless :frowning:

Now, i gotta trow in a little praise here: This is a good kit for sure! When even a nutjob like me can have an functional online experience backed up by a database, i mean. that’s pretty awesome in it self! I’ve learned so much in setting this project!
:cool:

Lok ol buddy… I have to agree with you. This kit is the Bee’s Knees! I have said it more times than I can count… You put a little time in this kit and BLAMMO! AWESOMENESS HAPPENS!! Well worth the money I SPENT ON IT.

I don’t have a project going at this moment, but, I still follow this thread to try and keep up with what is happening.

(Bows to .!!) Thank you again bubba for making this kit, and all the help you have given me over the years.

Respectfully,

Cliff

could you be a darling and tell me your procedure for extracting the chat portion of the kit?

also, does anyone know if i can run a matinee sequence on the login screen?

The deployer must take care of both those things. It seems like the deployer wasn’t able to connect to the FTP server for some reason. Could you show the connection errors that you get?

The UI is done in Winforms, you can customize the look of the launcher through VS’s editor, like this:

https://cdn.discordapp.com/attachments/282972435324862464/461303716029530122/5fae957cdfdf9c9b4962359b4a6f6832.png

(I right clicked on the background image, hit ā€œpropertiesā€ and can now change the image to something else… stuff can be moved around, it’s basically a editor)

Yes.

There is no exact procedure for this, but you can see how it’s implemented in the kit and reimplement it in another project.

There’s a ChatConnect actor (exists in blueprints, inherits from a C++ class) that you spawn somewhere on BeginPlay locally if you’re a client, and this actor connects to the chatserver, relaying the information back and forth. The relaying part happens in C++, so you don’t have to worry about it. You just have to output its messages on the screen in your UMG widget that you make in your new project (you can take a peek at how the widget is implemented in the kit if you want).

Anyway, look for ChatConnect blueprint and see what happens inside. Also search for it in other blueprints to see where it’s used. And go from there.

Thanks for the info. i didn’t set up the interface in Vstudio but now it feels more like the stuff im’ used to!
i have been poking around some with the chat stuff and think i got it isolated in a project all by itself, well, with the login stuff also of course.

For the launcher, i am 100% sure that it is not a adress failure as i changed nothing in either textfiles in going from a failure upload to succesful! just providing my own hash.xml file

Root motion,No Move forward , why

Video demo:

still in development? worth it?

Just thought I’d share the menu level design on one of our current projects using mmo starter kit. It was a simple matter to convert to a 3d menu. I hesitate over the water before clicking the scroll to show my partner the coi fish, but the video gets all choppy and its hard to see… plus the video is a little laggy. The video was meant to just be a rough thing to show Syko. Also, haven’t changed the character creation screen yet because I’m waiting for my partner to return the morphable meshes rigged to create the character creation screen, which will save blend shape values and be called on load. (not demonstrated yet, will show it off when I get to that part, lots of animations and stuff for us to do first)

Updated to 4.20.

In uploader, FtpManager.cs line 106, add line: ftpRequest.EnableSsl = false;
Uploading files to ftp failed with my server configuration, don’t know if you’ll need it too, but I added it just in case.

If you want to port 4.19 version to 4.20 yourself, PublicIncludePaths now need absolute path in VaRestEditorPlugin.Build.cs, so get the latest 4.19 version of the plugin (until 4.20 version of varest becomes available…) and do this:

Once 4.20 version of varest becomes available, this won’t be necessary.

any improvements with replication graph?

What’s a replication graph?