So what fails is $zip->open, the error code stands for **ZIPARCHIVE::ER_NOZIP. **So the system doesn’t think it’s a zip archive. Can you try opening it on your local machine to make sure the file isn’t corrupt?
Since I can’t reproduce the error, I can only guess at different solutions, but if it’s on the server side, my guess would be that you’re on a different php version. My scripts required 5.5, and it’s likelier to catch unexpected behavior the further you get away from 5.5. What version are you on?
The difference is that if you cook in UE4, you won’t get server target. If can always cook the server.exe in visual studio, but it’s a more complicated way to do things. Older documentation used to reference this method, but there are no benefits to it.
I have a problem, bevause when i create a new account for the first time, my database set it to id 1, then your code seacrh for id 0 in the editor, then my player is never find.
In MMOPlayerState::OnResponseCheckClient you’ll find this section, where you can change your desired character id (change 0 to 1 and 1 to 2 in the “Select” node, it allows you to test 2 characters at once when you launch 2 windows in editor):
There’s no functionality like that out of the box, but if you want to implement it yourself, it can be done. I could give you some pointers if you want.
UATHelper: 打包 (Windows(64位)): ERROR: CleanThirdPerson modifies the value of bUseLoggingInShipping. This is not allowed, as CleanThirdPerson has build products in common with UE4Game.
UATHelper: 打包 (Windows(64位)): Remove the modified setting or change CleanThirdPerson to use a unique build environment by setting ‘BuildEnvironment = TargetBuildEnvironment.Unique;’ in the CleanThirdPersonTarget constructor.
UATHelper: 打包 (Windows(64位)): (see C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_4.21\UBT-CleanThirdPerson-Win64-Development.txt for full exception trace)
UATHelper: 打包 (Windows(64位)): Took 6.8893771s to run UnrealBuildTool.exe, ExitCode=5
I don’t know how you’re building, but it seems you’re not doing it through FrontEnd like recommended in the documentation, so I can’t tell you exactly what you’re doing wrong.
But the error message that you’re receiving pertains to Source\CleanThirdPerson.Target.cs
You can either remove the “bUseLoggingInShipping = true;” line or you can add the “BuildEnvironment = TargetBuildEnvironment.Unique;” line, according to the error message.
What exactly doesn’t work after packaging? I’m running a demo server (in the first post) and it’s always online, you can check if the functionality you think is broken works there. If it works there, but not on your server, have you modified anything or are you running a clean project?
No new features are currently planned, I’m satisfied with the core functionality of the kit and don’t want to bloat it with features that may or may not be required in your particular MMO.
However, it’s not impossible that some new features may make it in eventually, as I’m working on an actual MMO project and if certain features are modular and flexible, they can be recreated in the MMOKit.
Not sure what you mean by session in the context of an MMO. Could you elaborate?
It’s an indie MMORPG called Reign of Guilds.
Combat looked like this earlier this year, around April. Lots of graphical and gameplay changes since then. And it’s still got a long way to go before it’s ready.
Are you still working on this system and adding any more additional MMO options? I would like to see this with a stats and magical spell book etc. Mabey some classic Ever-Quest Menus Tab Targeting…etc… I think your onto something…This is a very nice start for an indi dev like myself. I hope you keep working on this and adding more too it. Thanks for your hard work…I will keep my eye on this hoping to see more updates.