seems like it doesnt read the transform input
The way I implemented it on one project was:
- Make the server access a special .php script every 10 seconds.
- The script then writes the date and time of the last time the server did that into the database.
- The client accesses another .php script that checks if “current time” - “last time” is over 10 seconds, returns “server is down” or “server is up” depending on the result.
[quote=“KhxiSaki, post:2077, topic:16268”]
@ This Is How I Uploaded My Game To The Deployer And Download It Using The Launcherhttps://youtube.com/watch?v=phVm5g7RReY[/QUOTE]
This is great, you’re doing almost everything right and everything works as intended. The only problem is that you’re not supposed to manually 7zip your game. Your Settings.ini in the Uploader must point to an actual game directory, in which you have your game executable.
i’ve messaged u my settings.ini via email and what u mean by im not supposed to manual zip my game?
hey so i tried to laucnh the launcher in debug mode and i cant go in the game when i clicked Playhttps://youtube.com/watch?v=jj5YgA0YTLchttps://www.youtube.com/watch?v=F69Uwb3v3cA
and when i launch the game using the default launcher folder i got fatal error when i clicked the play button
Get the skeletal mesh path,How to load a skeletal mesh from asset path
Or load by skeletal mesh name
USkeletalMesh* UMMOUtility::LoadMeshFromPath(const FName& Path)
{
if(Path == NAME_None) return NULL;
//~
return LoadObjFromPath<USkeletalMesh*>(Path);
}
UFUNCTION(BlueprintCallable, Category = “MMO Utility”)
static USkeletalMesh* LoadMeshFromPath(const FName& Path);
Report errors ,why?
Two hours later, chat is invalid, May be because
void ASocketConnect::ConnectToSocket(const FString& Address, int32 port)
{
Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT(“default”), false);
FString address = Address;
FIPv4Address ip;
FIPv4Address::Parse(address, ip);
TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
addr->SetIp(ip.Value);
addr->SetPort(port);
TGraphTask<FConnectTask>::CreateTask().ConstructAndDispatchWhenReady(this, Socket, addr);
//Start a timer to check when the thread is done
GetWorldTimerManager().SetTimer(CheckTimer, this, &ASocketConnect::CheckThreadsDone, 1, true);
}
I think it’s much likelier that the bug is on the chatserver side. Any errors in its log? Because I get occasional errors on mmokit’s demo chat server. I’ll investigate soon.
tests, after 600 seconds, chat don’t show
chatserver, no chat displayed, no any errors in its log
You’re trying to connect to socket again? Why?
can u show me how to integrate the advanced locomotion v3 that free in the marketplace rn with the kit…can u show me
after 600 seconds,trying to connect to socket again, chat don’t show
no trying to connect to socket again,Two hours later, chat don’t show
May be because, ConnectToSocket
That code was battle tested by thousands of hours on a real project, so no. But the chat server is slightly different from the one we used there. What version of the kit are you on?
MMOStarterKit-1.16-for-UE4.21.0
hi CS i wanna ask i wanna use gameplay ability for the ability system…and hwo can i use it and do i need to remove everything in the kit that reference the ability…
and can u redo the launcher as u know the launcher need to have the notepad settings and people can see where i host my php…its not really secure
No clue, I never used Epic’s ability system.
Uploaded the 4.22 version of the kit.
All files have been renamed and moved around to follow Allar’s styleguide. The structure now makes much more sense. I’m going to update the documentation to reflect the changes some time today.
Also some warnings have been added in case you hit “play” in editor without checking the “dedicated server” button or if you don’t set up your database urls.
what’s new for 4.22
“That code was battle tested by thousands of hours on a real project, so no. But the chat server is slightly different from the one we used there. What version of the kit are you on?”
MMOStarterKit-1.16-for-UE4.21.0
Have you modified the sources of the chat server at all?
Could you try this: open the solution in visual studio, build a “Debug” version and run it. See if the problem is reproducible on a debug build.
I had some minor warnings pop up on the demo server occasionally, but right now I decided to investigate them and I’m running the debug build. And for some reason, nothing happens.