ok now on mobile preview my character is turned 90* on the right all the time, and me and the enemy bots are walking 1 meter from the ground :P. none of these apply on normal preview
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 âcurrent timeâ - âlast timeâ is over 10 seconds, returns âserver is downâ or âserver is upâ depending on the result.
[quote=âKhxiSaki, post:2077, topic:16268â]
@ 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, youâre doing almost everything right and everything works as intended. The only problem is that youâre 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.
iâve 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 = âMMO Utilityâ)
static USkeletalMesh* LoadMeshFromPath(const FName& Path);
Report errors ďźwhy?
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(âdefaultâ), 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 itâs much likelier that the bug is on the chatserver side. Any errors in its log? Because I get occasional errors on mmokitâs demo chat server. Iâll investigate soon.
tests, after 600 seconds, chat donât show
chatserver, no chat displayed, no any errors in its log
Youâre 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 kitâŚcan u show me
after 600 secondsďźtrying to connect to socket again, chat donât show
no trying to connect to socket againďźTwo hours later, chat donât 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 systemâŚand hwo can i use it and do i need to remove everything in the kit that reference the abilityâŚ
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 phpâŚits not really secure
No clue, I never used Epicâs ability system.
Uploaded the 4.22 version of the kit.
All files have been renamed and moved around to follow Allarâs styleguide. The structure now makes much more sense. Iâm going to update the documentation to reflect the changes some time today.
Also some warnings have been added in case you hit âplayâ in editor without checking the âdedicated serverâ button or if you donât set up your database urls.
whatâs new for 4.22
âThat 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?â
MMOStarterKit-1.16-for-UE4.21.0