Hello CodeSpartan, great work on this kit, i really like it. I have a stupid question! If i set the maximum player to 100 per session. How that’s work to have 10 sessions of 100 players? Do i need 10 VPS?
It’s a bit of an advanced subject, but short answer:
- each software server can represent a certain area
- a hardware server can host multiple software servers (because it’s got many cores and can handle it)
- when you reach your maximum amount of players in an area, you can start sharding the area, although that functionality isn’t part of the MMOKit
Where to change password, use WEB server?
You can download any sqlite browser utility, such as this one: https://sqlitebrowser.org/
Open “users.db” and delete this user:
Open deployer/index.php and change line 41 from private $allowRegistration = FALSE; to TRUE;
Go on the website, you now will have a “register” button. Register your new admin, then revert $allowRegistration back to FALSE.
GameUploader ,Cannot upload，why? FlashFXP can upload
Launcher ，Cannot download
I think it’s simply due to the fact that the uploader is configured to work with linux and you’re trying to upload it into a local windows directory, which results in paths that windows doesn’t understand. (the path separator is different on different systems and I’m not sure it’s even possible to retrieve the OS from the ftp protocol, so I simply assumed that it’d always be linux)
FTP space is empty, why?
project launcher，UnrealFrontend， and Package Project，What’s the difference?
Here’s where the error occurs:
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.
Please Help Project Not Opening error (
What’s the error?
Current PHP version: 5.5.30
the big file isn’t corrupt，But it did not succeed.
Small files is right
Do you have another hosting you could try it on?
yes,have another hosting could try it on
Hello, i want to know if we have the possibility in your template to have a list to add multiple dedicated server for our player?
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.
Another player cannot join the session,why?
“JoinSession” node is not traveling to the Servers map，how to set?
[2018.11.30-22.09.50:989]LogOnlineSession: OSS: Join session: traveling to 192.168.1.8:0
[2018.11.30-22.09.50:990]LogNet: Browse: 192.168.1.8:0//Game/Map/Start
[2018.11.30-22.09.50:990]LogNet: World NetDriver shutdown IpNetDriver_0 [GameNetDriver]
[2018.11.30-22.09.50:990]LogNet: DestroyNamedNetDriver IpNetDriver_0 [GameNetDriver]
[2018.11.30-22.09.50:990]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.1.8:7777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, UniqueId: Null:SC-201807211748-16FD6DBD4C9BB17B244D08932E67A663, Channels: 19, Time: 2018.11.30-22.09.50
[2018.11.30-22.09.50:990]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.1.8:7777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_0, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, UniqueId: Null:SC-201807211748-16FD6DBD4C9BB17B244D08932E67A663
[2018.11.30-22.09.50:991]LogExit: GameNetDriver IpNetDriver_0 shut down
[2018.11.30-22.09.50:991]LogTemp: Display: ParseSettings for GameNetDriver
[2018.11.30-22.09.50:991]LogTemp: Display: ParseSettings for IpNetDriver_1
[2018.11.30-22.09.50:991]LogTemp: Display: ParseSettings for PendingNetDriver
[2018.11.30-22.09.50:991]LogInit: WinSock: Socket queue 32768 / 32768
[2018.11.30-22.09.50:993]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2018.11.30-22.09.50:993]LogNet: Game client on port 0, rate 10000
[2018.11.30-22.09.51:000]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.11.30-22.09.51:023]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2018.11.30-22.09.51:048]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
BUILD FAILED ，why?
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.