Multiplayer Survival Game Template

Okay … no problem. I will hold off until the multiplayer release. No real rush on my side. Looking forward to the release and keep up the awesome work. 8-}

Easy :slight_smile: A lot of the people who are waiting for the multiplayer update to get their systems all sorted are working on the art assets and level design, so there’s always that option!

Either way - I am really pushing to get this update out soon. Working on it every day as much as I can haha. I want to get it out so I can get started on some other ideas XD

Just a reminder that the Survival Game Template is on sale for another 24 hours or so before it goes back to full price. This will almost definitely be the only sale period for the pack before the multiplayer update is released, at which time the price will be going up a little :slight_smile:

Hey!
Keep up the good work! One of the best Survival templates i’ve seen!
I have one question since there is a weapon in this template…
How difficult would be for me to implement/import other weapon blueprint systems available on the Marketplace, for example the “Weapon component” or Ironbelly’s FPS Starter Kit?!
J

Hi there. Thanks for the kind words :slight_smile:

You shouldn’t have too much trouble importing any weapon systems into the template by taking a look at the way the current weapon is implemented, and then ‘plugging in’ the logic from the other weapon at the right place. I can’t say for sure, as it really depends on the individual weapon system you have (and I don’t have any from the marketplace), but it should definitely be doable with a little digging :slight_smile: If you have any issues, feel free to email me via apoisonedgift@gmail.com and we can try and get it all sorted for you :slight_smile:

Just a notice - I’ll be on vacation for 2 weeks starting tomorrow. I will still be able to take support requests to a limited degree, but some more advanced ones may require a delay until I return to my PC. In the meantime, new update video for the multiplayer progress…

Currently aiming to get the system up and running as a test build, and then released shortly after, during November. That’s the plan anyways!

The link to the video isn’t working. Just a heads up.

Yeah… YouTubes stupid automatic system flagged the video thinking its the same as the last update despite a different title, description, content, length etc. I’ve appealed it but so far nothing -.- and being that I am without a pc whilst away I can’t really do much.

YouTube finally removed the strike against the video so it’s up again. Apologies for that guys

Looks awesome! Cannot wait to get my hands on the new system, lots of art finished just awaiting the update patiently. Have a good vacation!

Thanks! Back at work on it as of today :slight_smile: Hopefully will have it ready for you guys to use very soon.

I’ve been following this for a while, I am very excited to see what you have in store for us!

Thanks both for your excitement and your patience haha! I know it’s been a long ride, hoping it will be worth it to all in the long run though :slight_smile:

I am really excited to see this system going multiplayer. Single player survival games are fun and all, but it pales in comparison to working together with a few buddies and taking on the elements together.

hey there,
thank you so much for your your great project, i have some questions:

  1. i implemented SGT_Content in my “third person blueprint project”, followed your video tutorial and everything work correctly, already tested stamina, oxygen etc
    but i don’t know why pick up event doesn’t work; i mean, this is how look like in your project (when in third person go close to an item) http://prntscr.com/d8nkzi
    and this what happen when i go close to an item in my project http://prntscr.com/d8np36 . Look like doesn’t focus the item, what should happen, or what should miss?

  2. i tested my project (with SGT implemented), in a multiplayer session; (i know SGT is not for multiplayer) everything worked correctly (talking about stamina, oxygen, etc),
    the first client work right, but the second client (i don’t know why), doesn’t make walk animation. it’s weird, because the first client can see the second walk, but
    the second one can’t see himself to walk…just move without animation.
    What should be?

I fixed the focus problem changing the camera reference with my character camera in “HUD_LineTrace” function Screenshot by Lightshot
but changing the default inputaction with simple E key pressed Screenshot by Lightshot still doesn’t work.
Screenshot by Lightshot as you can see here, the item is focussed and the text appear; but pressing E key, he doesn’t pickk up it.

Thanks for your excitement and support! I’m really interested to see what people do with the new version :slight_smile:

Hey Fabry. Apologies for the delay in replying - currently working without internet at my house due to moving. If you, or anyone, needs/wants more prompt support I encourage you to contact me via email (apoisonedgift@gmail.com) as I will be able to reply more promptly with my phone that way.

Regarding your specific queries… it’s hard to say exactly what might be causing the issue as you are working with a modified version of the project. It’s possible there is a single node not connected somewhere (a result of the migration/integration), it’s possible there are conflicting key bindings, it’s possible that one of those booleans that it checks in the event fired when E is pressed isn’t being set up correctly. All that aside, one very strong possibility, given the resolution to the first part of this issue, miight be that you may still need to change the casting for the actual pickup event (as that ray trace is different to the interactivity check). Jump into the function In_LineTraceAndStore and check that out, as outlined in this screenshot: Screenshot by Lightshot. Obviously, you need to ensure that the casting matches your setup. If this isn’t the issue, then I will need you to do a little more digging and get back to me - check out the booleans, make sure they are set correctly (some will be set ad defaults, some set as part of the initialisation procedures), check all the links in the event chain, etc. We will sort it out :slight_smile: Just hard to tell at this point what it definitely is haha.

Regarding your other query… Some things will work in a multiplayer session, but a lot won’t. This is simply a result of the fact that multiplayer was not even considered from the onset of creation of this template - in order to make it work you would need to go through every system and ensure it all runs via the server, and only parses info to the client (this is what I am doing in the multiplayer rewrite I am winding up work on - but it honestly was important for me to just scratch the template and build it from the ground up for multiplayer). The animation issue you are talking about here is a result of this also - the anim graph isn’t set up to work with multiplayer at all. In theory, you could take the current build of the template and make it work in multiplayer, but oyu would be looking a momentous task, and it would be even bigger for someone who didn’t create the system as it’s quite complicated and even I forget where some things are in it haha.

Hope that helps out. Let me know how you go!

Omg I cant believe I missed when this was on sale!! :frowning: I was on vacation for almost half of the month and just came back. No wayy! I really wanted this… Are you going to put this pack on sale for black friday or smth, Im really after this pack!!!
Please?

Hey there! Sorry to hear that you missed the sale. I am afraid that there are no current plans for this pack to go on sale until after it releases as a multiplayer product. Keep an eye on this thread though as I will definitely announce any sales in here if/when they happen!

Hey, I am really up to buy this amazing pack!
Are there more detailed information when the multiplayer version will be released?

thanks!