Multiplayer Survival Game Template

I should have purchase the version on gumroad xD

But the work you were (bringing or add) and simply great

GREAT WORK!! I’ve been playing around with it for a couple of hours now and it’s absolutely brilliant. :smiley: Well worth the wait!

Okay guys, I’ve just made a poston the Multiplayer Survival Game Template Hub site I’ve set up, and added in a big extensive list of features. If you click on each feature in the list you can get a bit of a description on how they work, and in most cases, a rough idea of how adaptable/customisable they are (spoiler: a lot!). I’ve tried to cover as much as I can, but given the sheer size of the project, I have DEFINITELY forgotten some things (yes… I forget some features in my own template :stuck_out_tongue: that should speak volumes about how much is really included here) so I’ll update it as I remember them. I’ll also be starting the video coverage of the various systems and features tomorrow, so keep an eye out for that!

I’ve also made public the future features roadmap, which has the features I want to add into the template over time. I’m open to other suggestions, though I can’t promise everything will make the cut. If you want to view the list at the moment (which is very basic - just a list of items and a very brief description of each) you can check out that trello here.

Response to the trailer so far has been very positive, and those of you who have fired up the template seem to be having a good time with it, so that’s awesome to hear! Looking forward to more feedback (good and bad).

Haha don’t worry, it won’t be too long until Epic get it sorted hopefully :slight_smile: I want it out there too haha!

Glad to hear you are having a good time with it! Please let me know if you find any bugs asap! Pretty keen to iron out anything that pops up haha.

Okay guys, the documentation process has begun proper… I’ve started with the Time of Day Cycle. I will be aiming to get at least one major component covered each day, though hopefully will get through them a bit quicker than that. You can check out the documentation for the Time of Day Manager via this link if you want to get a feel for the level of documentation that will be available to you - I am trying to make it very thorough and easy to read :slight_smile: If anyone has any feedback I’d love to hear it!

Just a little notice… The Multiplayer Survival Game Template is now available via the UE4 marketplace :wink: Have fun guys!

Hey apoisonedgift,

Good template, however I’ve encounter some bugs here and there on widgets, it seems like it wasn’t tested enough. They are very simple to fix, takes less than 10 minutes to figure it out if you know what you are doing. Just be mindful of widgets next time apoisonedgift, they are very easy to screw up.

for example, Hit inventory key and then Main Menu key, both widgets will appear causing input bug on earlier opened inventory widget. Meaning, it will stay with input of the Main Menu, rather than going back to input mouse setting of inventory widget. If you hit destroy button inside inventory and hit Main Menu key (Esc), then user gets stuck with no other solution than ALT + F4. These have two workarounds. Close inventory widget when Main Menu is called, or return to current widget after one is called. Third one takes longer time to implement, possibly requiring to change a lot of logic. Just go with option 2, since it seems that after you hit resume in Main Menu widget it goes back to game.

Also, encounter a few logic errors in game multiplayer hosting logic and also logic (errors/miscalculations) MATH or better … Few more testing required to find solutions, you might have to do some few calculations…

For example: (standalone game) If you host a match (only tested in LAN), go to main menu widget (Esc), try to host a match again, you will encounter (log assigned message error) when creating the match again[it wont allow you to host match]. Easily fixable.

Another Example: (of course you can have player die and drop all inventory for this, but for the heck of a custom game why not point it out.)If you die when weapon equipped and ammo left, when re-spawned, weapon doesn’t fire, so for the logic of your blueprint to pick up, you have to drop ammo and pick it right back (get it?) should be easily fixable :P, I’ll give you 2 minutes to find it. A LONG TIME… haha

Overall, good product. Really like the fact that it takes a month or two out of work. Hope we get good support to fix these bugs.

Suggestions so far, only tested this template for 20 minutes and nearly 20 seconds, I had seen the code logic of the previous version so I know how the logic was going. I basically became apoisonedgift’s brain , so I do know what to test for :stuck_out_tongue:
:

Fake loading widget, just to give time to textures/materials to get compiled.
Key remapping
Take a look at widgets and test them like if you are looking for ants in a room, any possible breach. Specially, avoiding programmers widget issues if the template is going to be used for expansion.
When player dies, drop all inventory
fix those simple bugs

Bool DidYouGetIT = 1; ? :smiley:

// I might have to look more into the template, but I have a short time to take a look at other programmers’ code and test games, since I’m working on one now. SO…
Sorry, If I was no much help on this post, I wrote this in a rush. Also, not even time for grammar fix, thank you very much!! :cool:

Best lucks,
Akalovemaker


Post fail, look above…

Hey akalovemaker, going to respond to your post point-by-point for the most part. But firstly, just want to say thank you very much for the kind words and for the feedback - it’s all appreciated immensely!

Firstly, I just want to make sure it’s known that the template was tested extensively by myself and a group of about 10 others. However, as I have said in earlier posts, there is most definitely going to still be bugs in it as it’s a hugely ambitious project with a lot of different parts that interact with each other. It’s the sort of thing where, until it’s out in the wild, some bugs just aren’t going to pop up sadly.

That said - I will also quite honestly state that I told the test groups to focus on the gameplay mechanics more than anything else, so the widget use is probably likely to be a bit more buggy as you have noted. So by all means - the more people can find and let me know about the better :slight_smile:

Easy. I had actually fixed this in an earlier build, but due to an engine bug I had to rewrite the entire inventory system, including the UI, so will sort these out for the first bug fix update.

Yeah, that’s just a result of my forgetting to end the session on the listen server. That’s already noted down for the first bug fix and was just a simple oversight on my behalf.

Yeah the issue here is actually that the players ARE supposed to lose their inventory on death. Not sure why that bug happened, but I noticed it last night so again - this will be included in the first bug fix update. :slight_smile:

Anyone who has dealt with me before will hopefully tell you that support is more important than the product as far as I’m concerned :slight_smile: Planning to release bug fixes at least weekly (assuming people keep finding bugs that is haha) so it’ll definitely get sorted!

Loading screen is a common suggestion and was definitely planned.
Key remapping I haven’t really looked into this in UE4, though I know there are supposedly some issues with remapping keys via blueprint only. In general I don’t want to make a very elaborate menu system - the point of include a barebones example was simple to have a starting point to build from, but I will take a look into it at least. I also am going to be adding full controller support at some point in the near future.
**Widget testing **as with everything in the template, the entire system is under constant testing :slight_smile:
bug fixes already planned for first update, as mentioned :slight_smile:

No worries man :slight_smile: The post was plenty helpful. I will always make time to go over feedback like this, so it’s very much appreciated!

Purchased. Looking forward to learn from what you’ve created in the blueprints and be able to build off of that.

Thanks for the support! It is greatly appreciated. If you have any questions/issues, be sure to let me know :slight_smile:

Having trouble getting the health component to work on my own player controller. I read the documentation but I would really like to see a blueprint of doing this exactly as I’m not sure how to initialize it.

Actually can you write up how to implement this system on our own characters? Some sort of Installation guide or something. I drag and drop the components to my player controller but nothing happens. Not sure what to do to make it work or activate.

Hey there. Have you taken a look at the Initial Setup part of the Health Manager documentation? As stated in there…

So in order to initialize the health manager, you need to do something similar to this in your player controller:

This will intialize the manager. However you also need to hook it up to the damage system UE has (or your own if you have it). Again, I recommend looking at the Initial Setup portion of the Health Manager Documentation as it includes example screenshots, as well as tells you where you can refer to in the included SurvivalController example to learn these sorts of things.

Yes I viewed the documentation. Just to note, the PlayerController I’m learning with is the one from the multiplayer blueprint project that Epic gives out so if you’ve worked with that before, then it’ll be easier to explain the problem I have.

I just feel like this isn’t really plug n play. I’ve attached the HUD and it doesn’t pop up on my player either. So I dunno man I’m just asking for more documentation on getting our own player controllers working.

**Version 1.0.0.1 of the MSGT has just been submitted **to Epic via email and will be available via gumroad shortly. The changelog for this build is available over here, and includes images so that you can implement bug fixes yourself if you have already begun extending the template. Summary of the update…

New Features

  • Regenerative health
  • Specific loot drops for example AI
  • Randomized loot in containers/chests

Fixes

  • Time of Day manager has been altered to allow better support of third party systems.
  • Inventory component has had some tweaks to fix inventory drop on death and lootables
  • Radial Blur effect has been disconnected due to crashes on Mac computers

Thank you very much to all the new eyes who have picked up the template! The response has been overwhelmingly positive and I am honestly super appreciative of all the praise and kind words I have received since it went live! I’m looking forward to more feedback as things come along! :slight_smile:

As stated on the marketplace page, and suggested by it’s name, this template is intended to be used as a template - a starting point to build from. The marketplace page says this in the technical details:

It is not intended to be plug and play with other projects. It is entirely possible to hook it up with other player controllers, but it will take time and customisation of the system. In due time I will be documenting the process of setting it up with another controller and such, but as this is beyond the scope of what the product is designed to offer, that does not fall into the same level of priority as other documentation.

I am more than happy to try and assist you in the meantime, and I would ask if you have tried the steps I outlined in the post above? If you did you would have, no doubt, run into a slight issue as the current input on all SGT_Component children (such as the health manager and HUD manager) is set to the Survival Controller class, meaning you would not be able to plug in another controller. I have just submitted a bug fix build to epic which includes, among other things, this fix. To fix this yourself in the meantime, you simply need to open up the SGT_Component blueprint and click on the Initialize event. Change the input for player controller from SurvivalController to PlayerController. All the events that this calls have already been set up to use the PlayerController, it was just a small oversight on my behalf to not change the parent event. Once you have done this change, please try the steps outlined above. I just tried them out in a third person template and the HUD and Health system work fine in that.

I’m not familiar with the multiplayer blueprint project you are referencing, so if you do these steps and it does not work I would ask that you provide me with a link to this project and I can see if there is something getting in the way, but again, I would like to reiterate that, as stated on the marketplace page, this is intended to be a starting point to build from as that is what a template is used for. I will cover the process of integrating it into a pre-existing project in due time, but this is going to be done as a courtesy more than anything because this is generally outside of the scope of support of the template. As such, I cannot offer a timeframe for that documentation.

Hey guys. Epic were super fast at applying that update in the launcher! So fast that I’ve decided to submit the next update already haha. The updates will slow down soon, but while people are finding bugs I want to get on top of them ASAP before you guys do too much extension of the template! I’m adding some features as I go as well, though smaller ones at this stage… So anyways… Version 1.0.0.2 has been submitted to Epic and will be available via Gumroad shortly. The changelog for this build is available over here, and includes images so that you can implement bug fixes yourself if you have already begun extending the template. Summary of the update…

New Features

  • Ability to enforce a consistent time rate on the entire day/night cycle without maths!
  • Ability to limit salvaging to specific workstations on a per-item basis

Fixes

  • Implemented a number of fixes to ensure that both the time of day and world temperature cycles are initialized correctly, regardless of base settings
  • Fixed an issue where night was not occuring correctly on first run if the first day started during night
  • Added missing notifications for salvaging and crafting (so players now get told the crafting/salvaging result)
  • Added missing tooltip descriptions
  • Set container view widget to use inventory UI grid settings for consistent aesthetics

Keep those bug reports coming guys! I wanna get this as stable/reliable as possible :slight_smile:

Yeah I tried that but still doesn’t work. The project I’m talking about above is the one that Epic provides, you can find it here on the forum: https://forums.unrealengine.com/showthread.php?118246-Steam-Blueprint-Multiplayer-Project-Files

I understand it’s a template, I’m just getting too far over my head at this point. I realize that learning blueprints and the engine will take years so I need to stop trying to figure out these advanced things.

I’ll take a look at it over the next 24 hours for you and see if there’s anything that jumps out at me as a reason it doesnt work :slight_smile:

@apoisonedgift - Did Epic give an indication of when the updated version would be available on the Marketplace? I might just buy it through Gumroad as well just so I can start working with it.

Version 1.0.0.1 is available on the marketplace now. I have only submitted version 1.0.0.2 to them a few hours ago, and I believe it’s night time in their local timezone, so they won’t see the email until tomorrow XD Based on the first update, it shouldn’t be more than about 24 hours to update. Though to be safe, I would factor in maybe 2-3 days, just in case they are particularly busy.

Cool. I got a question: I know there’s a collect resource system in-place, but is there any animations for let’s say chopping down trees? Thats one thing i would love to have. I havent bought the kit yet, but i will. It looks really great! :slight_smile: