Yes I’ve learnt from my unity days to always have an up to date backup lol. I look forward to working with your template and i do appreciate your help!
Cheers
Thank you so much, iI have been fiddling with this template since I bought it a few weeks ago and I was curious if I would need to do anything special for a dedicated server. It seems if you can get that running we could use world composition to create larger world. Are there any extra step one would need to take when building this project as a dedicated server?
Thank you in advance
Hey there. You do indeed need to do some extra work for dedicated servers, as sadly it’s not possible to 100% support dedicated servers using only blueprint, and this is a blueprint asset. Allar has a great tutorial on how to get started with dedicated servers over here on his blog. Once that’s done, most things should work reasonably well with dedicated servers as far as I am aware, however I have not done any extensive testing as it is not a feature of the pack natively, so I cannot garuntee with 100% certainty there will nto be any small hitches along the way. Hope that helps
Hi Mike, Just a question, how hard would it be to make a campfire that cooks food? I’ve made a place able campfire complete with temperature zone etc, but how would i turn it into a container as well? it’d be fairly easy to attach a timer blueprint etc for cooking.
Hey Mike I also have a question
have you been busy with the integration of Character Interaction already? just asking because it would be very nice to have that working
Thanks!
Hmm so this shouldn’t be too hard, but I haven’t really invested any time into it just yet. It is one of the features likely to make it into the next giant update. I would recommend taking a look at the way containers are handled, making your own version of the UI that is used, and go from there
I have not had a chance to look at it just yet. Currently all integration tutorials are on hold until I finish the building system update due to a lack of time for the project. It is still on the to do list though
OK before i buy this can you please explain a few things…
- are you handling dedicated servers in your project?
- how are you saving/loading your progress in the game like player position of the player,inventory, etc ?
Thx
Hey there.
Simply by virtue of this being a blueprint only package, dedicated servers cannot be supported out of the box as in order to do dedicated servers, a small amount of C++ and/or a plugin is required. It’s a super simple process to convert it over to a c++ project and get dedicated servers up and running, and there is a HUGE amount of content covering this process in a large amount of detail, including a wonderful tutorial by Allar (creator of the Generic Shooter), which can easily be applied to the MSGT. However, if you are looking to get dedicated servers up and running without any effort, you will need to look for a project that is not 100% blueprint, which this is not.
As for the save system - there is currently no save system included. Given that UE4’s savegame format is really bad for multiplayer (it’s clunky, slow, unreliable, super easy to cheat with and prone to corruption with multiplayer projects), I can’t really offer one in a pure blueprint project again. I may be incorporating a version of this in the future for use in singleplayer and very, very small scale multiplayer (co-op between 2-4 friends sorta small) but I am reluctant to do so due to the likelihood of people taking this and trying to apply it to large-scale multiplayer, and the issues that will present for everyone involved. Again - if you want a save system setup for large scale multiplayer without any effort on your side, you will need to look for a project that is not pure blueprint, and most likely costs a lot more than $40. That said - you can easily hook up one of the many completely free mySQL/SQLLite/etc. database systems (there are even free plugins that do most of the work for you) to have a fully functional save system incorporated into the template in no time.
At the end of the day - this template is intended, as is stated on the marketplace page, to be the beginning point for your project. There is a lot of features and functionality included, and it will likely save you hundreds to thousands of hours of work (depending on what exactly you want/need for your game, your skill level, etc.) but it is NOT a complete game that just needs some different art. It is a template to build upon, and at the price of $40 I am confident in saying that you will not regret the purchase if you look at it as a template
Hope that helps!
- apoisonedgift
I totally disagree on this point, noone ever explain in details how ded server works with steam and how to set it up properlly, rest i can agree on.
I’d recommend taking a look at this tutorial by Michael Allar. It’s from some time ago, but it still covers everything you need to know Searching YouTube also returns a heap of content on how to use them as well. I also believe that Epic have an hour long stream covering the topic, though I may be wrong there.
Well i have seen allars blog, but he does not explain steam implementation just simple build ded server from source and that is very simple. Steam is totally different story… Hmm i dont remeber such a yt video from Epic about steam ded server implemetation.
My bad, I missed the mention of Steam on the second message. Your initial question only specified dedicated servers not steam However, supporting steam is very much outside of the scope of support of a $40 template. If you want to save some time on implementing steam, you can use some of the free plugins, or my personal recommendation is the far superior UWorks, which you can read about here. As you can see from the plugin, covering steam infrastructure alone is a huuuuge process, and that plugin, at USD $85 is a steal. And there is still plenty of content covering steam and dedicated servers if you do want to sort it out yourself Hope that all helps out a bit.
+1 to UWorks, it aloud me to get steam dedicated servers working
Thx perfect answer with uWorks This will sort all of my problems …
Glad to have been of assistance Vlad is a very nice guy too so you know it comes with excellent support!
Just wanted to take this oppurtunity to drop a link in here to the cool Foliage Interaction System by discord user and MSGT customer Hulken. This system allows you to take foliage instances and convert them into harvestable actors in your project. Hulken built it with the MSGT in mind, though it also operates on its own. Regardless, he has kindly taken the time to create a sleek tutorial on how to integrate the two packs together, in case you were interested in this.
Why would anyone care?
Harvesting nodes in the template are actors. This means that you need to hand place them, or use a spawning volume to spawn them into the world. In many cases, this is adequate and fine, but in large scale open worlds, it can be quite annoying, time consuming and processor heavy (in the case of randomised spawning). Hulken’s system allows you to use the foliage placement tools and foliage spawning volumes natively included in Unreal Engine 4 and utilise these to create harvestable nodes. It doesn’t just have to be trees - it can be rocks, or anything really.
How much does the system cost?
Hulken’s Foliage Interaction System is currently avaialble via Gumroad for cool €15.
Why isn’t this included in the template by default?
Like every system in the template - a decision has to be made on where to draw the line on elaborating on the features. By makin gmore specific features, the systems and mechanics in the template inevitably become less versatile and adaptable. For this reason, some features, such as the harvesting nodes, have deliberately been kept more simple than may be necessary in some specific use cases.
Does this support multiplayer?
Yes, it does.
Hulken has submitted his system to the UE4 marketplace as well, but with the current rate of review and release for packages, who knows when it might hit there. For those who want to get this system hooked up now, please be sure to check out his Gumroad page!
Hello, I’m about to buy this template but I’m scared that I won’t be able to plug it to Steam framework. Are there any tutorials planned for this? Or if I follow this tutorial and apply it to your template, do you think it will work? https://www.youtube.com/watch?v=TPakLkxc6f0
Sorry for the totally newb questions here. I’m familiar with BP and Unreal but not the networking part of it ^^
No need to apologise
I must confess to not really having messed with steam integration too much, as I can’t natively support it in the package (requires a small amount of code, not blueprints).
However, I know that there are a few wonderful solutions available, ranging from in-depth tutorials through to free plugins, through to the amazing UWorks plugin, which is personally the route I would recommend.
What I can offer is that there are a sizable number of my customers who are using the template with steam projects and I’ve not had anyone come to me for help with it, so I imagine it can’t be too difficult. But if you did run into troubles, I have an excellent community of discord users who all help each other and offer far more extended help than I ever could - you’re welcome to join them and ask for pointers if you get stuck, or even ask for input before purchasing if you like You can join the discord server via the following link: https://discord.gg/Fx2B6Q9
Hope that helps a bit
Now that the multiplayer version of the template has been out for around 5 months, we are starting to see some nice projects pop up using it. I’m hoping, as time goes by, to show off some of them as they are being made as a way to promote the work of my customers, as well as demonstrate the versatility of the template.
As such, I’ve taken to the MSGT Hub and written a post featuring one of the promising projects currently in development, Just Us. Naturally I got full permission from the developer to do this little write up before going ahead with it, but it’s a great showcase of how someone can take the template and make a really cool game with it. Dry Eel Development have already made huge progress in the development of their game, and it’s shaping up to be a great title. Check out the following link for more info:
Just Us Project Spotlight via the MSGT Hub
If you have a project that was made using the MSGT and would like to be considered for being featured similarly to this, please contact me!
Hey guys. All of my stuff is 50% off in the marketplace Summer Sale at the moment, which means that a number of you are asking questions about things like how to integrate my Newtonian pack into the MSGT. Truth be told - this is literally a drag and drop operation as Newtonian is INCREDIBLY easy to set up in your project, but due to popular request, I decided to go ahead and make an integration tutorial on the process anyways, just to cover a few points The entire video, which covers creating the project, adding Newtonian to it, integrating Newtonian, configuring the template health to work with it and testing it, is only 5 minutes long - so I’d recommend taking a look at it if you are at all unsure or on the fence about this one Cheers!
Please note that whilst the MSGT includes it’s own falling damage system, it is very simplistic. Newtonian provides a full physics-based momentum-powered system that allows for players to take damage based on the G forces they are experiencing. This means falls, rapid deceleration or acceleration, or being thrown fast into a wall or other stationary fixed object causes damage appropriately. Likewise, use of physics volumes in water and other areas can help to lower or negate the damage by cushioning the deceleration and lowering the G forces the player experiences. For more, please see this video, covering how Newtonian works in detail.