Hey . Could I get a copy of the MMOkit for UE 4.18? Thanks man.
ps. please ignore the Skype message… lol… I think you said you didn’t skype much any more.
Hey . Could I get a copy of the MMOkit for UE 4.18? Thanks man.
ps. please ignore the Skype message… lol… I think you said you didn’t skype much any more.
From your screenshots, both output speed.
Sent.
The two Client,One client animation right, another client animation Shake,why?
project in the mail
Hey CS. TYVM for the fast response in PM. You are the best.
If you’re going to combine third person template with the MMOKit (which looks like you’re doing), you need to see how the animation blueprint is done in TPP and copy it diligently. In this case, looks like conditions in the state machine that are responsible for determining when you pass into other animation states (i.e. your broken jump animation or whatever it is) aren’t well set-up. I’d look at the state-machine to see what state it’s in when the jerking occurs. In short, you copied something incorrectly. You also didn’t set up conditions for passing into the jump state correctly. And you didn’t hook up the correct jump animations. Lots of stuff to correct.
OK,Good!
set actor rotation , Player character non rotation,why?
Local Player character non rotation,why
For a TPP, I’d recommend you do this:
Otherwise, I’d guess you probably can’t set rotation, because “use controller rotation yaw” is already checked.
set actor rotation , Local Player character non rotation,why?
Server connection failed…project:MMOStarterKit-1.15-for-4.20
What happens in the server’s log when you try to connect?
If nothing happens, then your firewall is blocking the connection. Despite successful pings.
Try launching the server locally and connecting to 127.0.0.1 on client. If everything is successful, this definitely points to a problem with closed ports on your server.
Server players limit MaxPlayers=150,Exceed limit clients Connect Other IP,clients set More server IP,How to do?
You need to write a small server managing socket server that should know which IP and port a player must connect to depending on his last saved location ID.
Also, this server manager should launch a second instance of a location when there are too many players on a server.
That is, if you’ve already divided the world into locations, and each location is hosted on a separate port, on a separate server instance.
can you write a small server managing socket server,Thanks very much!
not Groups,why
Thanks for reporting it, it’s a bug in the kit.
Try going into ChatConnect.cpp and changing line 394 from *OnGroupUpdate(ReceivedUE4String); to OnGroupUpdate(ReceivedMessageString);
If that doesn’t help, I’ll tackle it in the next couple of days.
Groups, OK good ,Thanks
Groups,Join Session,how to do
is the selfy link down? I tried downloading your recent release for UE 4.20, but selfy link isn’t not working, when I click on it says seller don’t exist
Same here. Any news?