Multiplayer Survival Game Template

With a lot of people picking up the template during the sale, I’m getting a lot of emails and questions about what is planned for the template in the future. Whilst there has been a little while since the last update dropped, I want to reassure everyone that there is plenty of content coming to the template in the future. I am currently working on quite a large update that will include, among other things, a building system. The update, as well as any future updates, will always be completely **free **of charge, meaning if you pick up the template now during the sale (50% off), you will get all future content also :slight_smile:

For more information on the stuff that is planned to be added to the template, or at least under consideration, please refer to the official MSGT Trello Roadmap](Trello). Thanks!

I can help with the Steam support. It is supported by default as Steam requires you to include the Steam library and then wire in the achievements manually. So this is very easy to actually do and if necessary, I could step you through the process of getting this wired in to Steam.

In essence this pack would have no impact on Steam and will definitely work with Steam.

That’s super kind of you to offer people assistance like that :slight_smile:

It is my pleasure.

Now I need some help, I have integrated Newtonian and it works well, but I am getting some log errors when I die due to falling damage.

I am not sure what is going on here, hopefully you can help.

I also modified my aim code for the EZ Ballistics mod, in my game you can only shoot when looking down sights … so it was relatively simple to make a fix for that on my side. :slight_smile:

Sorry, couple of more quick questions … okay only one really because I answered my other questions myself. :slight_smile:

  1. Where do you specify damage for a weapon?

Just signing off to go to bed, sick AF today… so I’ll have to get to the Newtonian stuff in the morning, health allowing. The damage for a weapon is specified in the items datatable using the “UseableDamage” field. Screenshot is available here: http://prntscr.com/g04cc0

The issues with newtonian shouldn’t really be happening, but I will definitely get back to you tomorrow on that one. Must have missed an is valid or something somewhere :slight_smile: please watch this space!

PS - no need to apologise about questions :slight_smile:

Apologies for this one - it turns out I did, indeed, miss one validity check. I will be submitting an update to Epic in the next day or two (after doing some testing to see if there are any others missed like this), but in the meantime you can fix this up yourself if you so desire by adding the following 3 nodes into the TestForce function within BP_NewtonianManager:

Perfect … thank you very much … you sir are a gentleman and a scholar. 8-}

I hope you are feeling better and thank you for the quick response and fix. This seems to have brought in another bug.

What I did to test this was: Add your fix from above and then merely move my spawn points in to the air and let the player fall to their death. The game then lets me respawn but after I exit, I have these messages now.

Ah yes … now I remember what my second question is … on the EZ Ballistics integration, the Damage on the bullet_tracer uses the length of the vector … this is doing damage upwards of 500 … meaning one shot kills. How would I actually use the damage of the weapon and pass that to the projectile?

Hmm odd. When I was doing the prior fix for you I honestly EXPECTED that error but didn’t get it haha… I get it now. There’s no real issue here - basically Newtonian is just trying to look for changes in momentum on a dead character. It won’t break anything, just give some errors. I’m still incredibly ill, so I’ll have to ask a little patience. In the meantime, there’s no reason you can’t just continue to use it - the errors will only occur in the time between your character dying and them respawning and are basically just warnings :slight_smile: I will have a fix for you, and Newtonian in general, as soon as I can manage it :slight_smile:

Ah okay. This comes down to how Easy Ballistics is designed more than anything. It is designed with realism in mind, and obviously the speed of the bullet, IRL, is what causes the damage. In order to utilise the database information to control weapon damage, you would need to parse the values through to EB and override the damage on impact. Again, I’m more than happy to assist here, I’m just not currently in a great state to be putting my head into UE4 haha. Hope you understand and don’t mind a short delay. This virus has been very annoying -.-

Just to address the above issue @qdelpeche had with Newtonian, in case anyone has been following along - I’ve submitted an update for Newtonian to Epic just now that will resolve this issue :slight_smile: Thanks for your patience and understanding in this matter. The errors showing up are not indicative of anything particularly wrong, they are just warnings. Nevertheless, I don’t like that either XD So they have been fixed!

Hey guys. Just letting you know that the Multiplayer Survival Game Template has been tested under 4.17 and appears to run and act entirely as intended without alteration. As such, I have gone ahead and marked it as 4.17 compatible on the marketplace, allowing the creation of 4.17 projects through the launcher (Gumroad and Itch.io versions are currently being uploaded). As always, if you run into any issues running under this version, or any other for that matter, please don’t hesitate to reach out to me. Cheers.

Hey guys. I’ve had a couple of requests for covering the integration of the Generated Gore Dismemberment Kit into the MSGT, so I’ve gone ahead and done the usual - an integration tutorial :slight_smile: It’s super easy to get up and running, and in the tutorial we cover all the necessary steps. It is worth noting that the gore kit itself is not set up for use in multiplayer games, and all gore/dismemberment is going to be client side, so you would need to take a look at modifying that kit yourself as I can’t really offer support for other peoples work haha, but at least this will get you started :slight_smile: Cheers!

Hey guys. A couple of people have had one or two little hiccups trying to set up new weapons within the MSGT’s systems. It’s a super easy process, but I thought maybe it would be beneficial if I did a quick tutorial covering it for those that are having issues. So here you are!

Just got this asset, and liking it.

Any Ideas on when the next update is coming out? And what additions will be included?

Thanks again
Jake.

is the update coming soon?

Hery guys, any way to make recipies available instantly?

No ETA on the update just yet guys. I’ve had to take on some contract work due to financial constraints, so it’s pushed the update a bit for me. As soon as I have an idea on when it’ll be done I’ll be sure to post here. It will be focussed around the building system, but may have some other bells and whistles in it too.

Sorry for the late reply to these comments… it appears the forums have stopped notifying me of replies… again -.-

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Hey there. You can jump into the SurvivalController and click on the Inventory Manager component to set the starting unlocked recipes (show in the screenshot below). Hope that helps!

Thinking of buying this project but never worked with blueprints before. I have much knowledge in C#. Worth a short? Worth the money?

Any news on any updates?

There is people talking about save system on MSGT Marketplace it quited clear that save system is very needed, However i understand the difficult of doing it multiplayer. As you said UE4’s save game might not work well, any recommand additional save system from other dev’s that works on MSGT could you tell me please?
Thank you