Version 1.0.0.5 of the Multiplayer Survival Game Template has just been made available via Gumroad and has been submitted to Epic for update in the launcher (along with a request to push this one quicker than usual due to some errors made by Epic themselves). This update is just to fix an issue with the harvesting nodes. You can read more about it here if like: http://survivalgame.site/?p=282
The launcher build of the template has now been updated to version 1.0.0.5 to match the Gumroad build as Epic pushes this update through a little quicker than usual I strong recommend anyone who intends on using the harvesting system use this build, not 1.0.0.4. Likewise, if you are noticing double-ups in some of the files (something Epic did with the last version for some reason) then I would recommend upgrading if you haven’t done too much custom work on the logic. Thanks guys!
Hi,
As you say, adding animations themselves would be useless because we will put our animations but the problem is more about adding the code to play those animations and about replication. Maybe you can add the nodes in the blueprints and leave them empty? It would be nice
Hey there. The system has a setup for enabling unique logic for each item use. This was done with the intent on having unique anims/sounds/events play on use. Whenever you use an item that is a Useable item, the actor that represents it fires off an event unique to that actor called “Use”. In the example content, this event is used to do things like trigger a muzzle flash in the weapons and “animate” the sledge hammer, with the intent to demonstrate that this might be used for things such as this. The default anim graph includes a slot for animation montages, so if custom animations were desired to be played, then you would only need to use the Play Anim Montage node on the character. Adding in a heap of empty nodes is not really something I’d like to be doing simply because people who don’t want animations to play at those points will then be left with superfluous code. Hope that makes sense?
Hmm, let’s say I want my character to play a fire animation while using the machinegun, you mean that all I have to do is to add a “play anim montage” node in the “Event Use” of the BP_SGT_Weapon_Machinegun and the anim will be played on the character who use the weapon and replicated to other characters?
Correct. However, you actually don’t even need to use montages, you can play animations directly by doing this (just tested it out):
I haven’t tested it extensively… but you may need to play with the anim graph a little to reorder things around if you are trying to animate the player’s bottom half as the blending for aimspaces may over-ride the animation, but again, more testing would be required. But for things like reloading, firing, melee swings, etc. you’d be set
It’s worth noting that a bug was brought to my attention today in which using items on the host is causing the client to become unpossessed… So that is an issue getting in the way of this, along wiht other things. A bug fix for that will be available in the next day or two (very easy fix).
Hey guys. Just wanted to jump in here and announce that I’ll be running a giveaway of the template, starting from today and ending on February 28th… All you need to do is submit an interesting survival game idea… but for more details on this, please check out the thread explaining it all over in the community content forum!
Look forward to seeing the ideas coming!
- apoisonedgift
Version 1.0.0.6 of the Multiplayer Survival Game Template has just been made available via Gumroad and has been submitted to Epic for update in the launcher (and so should be available sometime in the next few days via the launcher). This update is focussed on some bug fixing as well as adding support for the newly released 4.15 (though there are issues with the blueprint nativisation - so if you are looking for that you’ll need to wait for another update - odd as it worked in it’s experimental stages under 4.13 and 4.14 haha). Full details on the fixes included are available here: http://survivalgame.site/?p=285
Some people were asking for detailed instructions on how to apply the fix for the multicast event in 1.0.0.6 to prior versions for their projects. I have written up instructions on how to do this and made them public here: http://survivalgame.site/?p=288
Please note: this is only relevant to your work if you are using 1.0.0.5 or prior, as the fix is included in the 1.0.0.6 build.
Great work man!
I had migrated it with a bit of errors. The good news is I am still laying the project out so its not to big of an issue to wait.
Would you recommend waiting for the launcher update and starting from there or trying to patch it manually?
If you can wait, it’ll definitely be easier to just wait. There’s a handful of other small bugfixes/neatening up in it as well. Keep in mind that, as mentioned in the post above, if you are using 4.15, I’d recommend waiting for the NEXT update sometime in the next week when I iron out all the bugs to do with packaging with nativised blueprints (unless that feature isn’t important to you).
Awesome. . I will wait then. .
Link to discord?
No worries Epic have been really good with processing updates lately so hopefully it’ll be available in the next day or two (they don’t operate over weekends)
Oops! Sorry, I thought that was in the OP. Just added it… but so you don’t have to go back to that…
Look forward to seeing you there
Epic have just updated the UE4 launcher build of the Multiplayer Survival Game Template to version 1.0.0.6, including support for 4.15.
Just jumping in here to announce that I am writing up the winners of the giveaway of this template right now, so be sure to check out this post in a matter of minutes for that information!
Also - **the Multiplayer Survival Game Template is now on it’s first sale **(as the MSGT anyway) at a rate of 25% off for two weeks! This is the only currently planned sale for the near future, so I’ve given it a wide time frame so people can take advantage of it! Please note that in order to get the discount on Gumroad, you will need to access it via this link or using the discount code “marchsale2017” - which is live now and ready to go (as is the marketplace build available here!)
If you’ve been holding out to pick up the template, now could be the time
Finally - there will be an update, both to the documentation and the template itself, coming sometime in the next week or two. I’ve been busy with some contract work and finishing up work on a new pack but there’s a heap of documentation just waiting some final touches to publish and a number of smaller bugs have been reported (particularly in the 4.15 build) so that will drop, hopefully with one or two new features too
As always, thank you very much for all the support guys!
Version 1.0.0.7 of the Multiplayer Survival Game Template has just been made available via Gumroad and submitted to Epic for updating in the marketplace soon! Update 1.0.0.7 is a semi-major bugfix update with a heap of quality of life improvements. Full details on the fixes included are available here: http://survivalgame.site/?p=291
Version 1.0.0.7 also marks the first version under 4.15 that is 100% compatible with the newly implemented non-experimental Blueprint Nativisation system Epic added to the engine. This increases performance of blueprint based projects immensely and is a great fit for the MSGT given the complexity of all the interacting systems!
Please note that as of this version, 4.13 will no longer be actively developed. If major game-breaking bugs are found, they will be resolved where possible, but 4.13 will no longer receive new features/additions or minor bug fixes. As a result, the next version of the template will receive a minor version numerical upgrade, making it 1.0.1.0 to signify this change.
Why am I dropping active development for the 4.13 build?
Because of the complex nature of a template like this, with so many systems that work together, I have to actively develop multiple development builds. This means that when it comes time to implement new features and bug fixes, a lot of times, because of Unreal Engine’s unreliable version conversion process, I have to do the process for 4.13, then again for 4.14 and again now for 4.15. Sometimes things can simply be copied over, but most of the time this results in errors. As a result, I will endeavour to always actively work with the current version of UE4, and the one prior, but unless Epic change the conversion process to be more reliable, I will likely only ever run two actively developed builds.
What does this mean for the future of the 4.14 and 4.15 versions of the MSGT?
Nothing. They will continue to be developed and expanded as expected. I will also continue to, wherever possible, post images showing how bug fixes are applied, meaning that a lot of the changes will be able to be done by you yourself if you are working under 4.13. Likewise, if you need support for anything under 4.13 I will still offer support and resolve issues with you as per normal. I’m not dropping full support of the 4.13 build, just not actively expanding on it’s systems anymore.
Regarding the future of the template - I will be looking to get onto some of the more meaty feature additions now that this bug fix is out and my other new pack is undergoing Epic’s submission process Hopefully will have some exciting things to show sometime in the near future. I also intend on jumping into the Orbit integration tomorrow now that the calender update has dropped, as well as the TrueSky integration tutorial. A number of people have been requesting tips on how to get some of the vehicle packages implemented into the template, so I will also be looking at those asap! Lots of stuff coming
Remember, the template is still 25% off until March the 14th! So if you have been lurking in the shadows waiting to make the game of your dreams, now might be the time to take a look
As always - if anyone comes up with missed bugs or issues, please be sure to let me know asap! Ideally via http://support.dapperraptor.xyz rather than here or on the marketplace page, but anywhere is better than no where! Cheers!
Hey Guys. Just letting you know that I’ve done a video on how to integrate the excellent system, Orbit Weather and Seasons, by @hippowombat , into the Multiplayer Survival Game Template.
Please note that, in it’s current state, Orbit has a lot of features that run clientside, and will not be suited to multiplayer use (the author has indicated he would like to get Orbit working with multiplayer, but there is currently no ETA on when this may happen - honestly, the system is amazing and for it’s insanely low price I don’t think anyone has any right to complain! Just my thoughts though :P). Things such as weather, lightning, etc. are all based on at least some randomisation, and as such these will need to be disabled where possible, or stripped out, of the Orbit system in order to use Orbit in multiplayer. As such - I would recommend using Orbit primarily in singleplayer projects, where it really does shine and offer a hugely versatile system for enhancing your world to a much higher degree than any of the other day/night cycles or weather systems I’ve used. That said - if you wish to use it in multiplayer, for it’s visual quality, you could do so but you will need to work out what systems can/can’t be used. The tutorial I have done has the Multiplayer Survival Game Template controlling the actual time of day, but plugging into Orbit’s visuals, so the time of day will definitely be okay (which also means that features such as the calender and such should be good to go). Much more testing will be required to ascertain exactly what of Orbit’s systems can easily be setup for multiplayer use.
The tutorial sets up time of day, controlled by the MSGT, and uses Orbit’s temperature system to control the MSGT’s world temperature, impacting the player in that regard. Please note that this tutorial should not be considered a replacement for the excellent documentation provided for the Orbit system, and does not cover, in any way, the options available in that system. During this tutorial, I leave Orbit at, more or less, it’s default settings, resulting in a visual suited much more to highly stylized art styles. This tutorial should not be consider a demonstration of Orbit or what it can achieve, and that is best left to things such as the systems own trailer. Also - this tutorial recreates part of Orbit’s own integration tutorial, but does not go into any depth over why certain settings are done, or what other options are available, so I strongly suggest that, before watching my tutorial, you watch the author’s own setup tutorial to get a handle on Orbit, it’s various systems, and why things are done the way they are during integration.
Let me know if you run into any issues, or have any other tutorial requests! The next two should be TruSky, and hopefully a vehicle system integration using one of the marketplace vehicle systems (due to popular request). And remember, the template is on sale (25% off) for a few more days
NOTICE: This tutorial has now been updated with a new version, including fixes for the aiming issue. I’m leaving this here as some people will likely have linked to it in bookmarks and such, but please see THIS POST for more information and updated links!
Hey guys. I’ve done another integration tutorial for the Multiplayer Survival Game Template, this time integrating the EasyBallistics Plugin](EasyBallistics Plugin in Code Plugins - UE Marketplace) to get some nice realistic projectiles running in the template! Please note: there is a tiny little hitch with it that I am currently waiting on hearing back from the author of the plugin to see if I can resolve and update the tutorial, of if we could possibly work something into a future update… But it’s working more or less as intended and should make for a nice point to dive off into! Enjoy!
Only two more days for the 25% off sale
Just gonna drop this in here… 80.lv, a site dedicated to following the games industry, particularly the dev side of it, did an interview with me about the state of Survival Games, what makes good survival games and any advice I have for people making survival games… I don’t think I’m a supreme authority on the topic at all, but it was fun answering their questions!
You can read the full interview, which is quite lengthy, over here: https://80.lv/articles/working-out-multiplayer-survival-genre/