Multiplayer TopDown Kit

@Pirate, I’ve tried using the PM system on here and the contact option on your website. I was just after some more information or any recommendations around replacing MPTopDownNetwork Pawn

@Askyl if I understand correctly when you “unpossessed the pawn” was this MPTopDownNetwork if so what were your main issues around it?

Hello Smartay,

The main purpose of the possession is to have the networked pathfinding. There wasa rough guide posted earlier in this thread about the steps to remove the pawn possession. If you are planning to use WASD movement or a better pathfinding system I would recommend removing the pawn possession logic. At the very least looking over that guide might help clarify any questions you have about how it’s all works together currently.

I’m actually considering updating the pawn to a character (you can prommote pawn > to character but not vice versa soit can still use all the same features) so i can use the gameplay tags from Epic a few other marketplace items need that as a parent too. The logic inside was staying I just needed to update the Pawn. I will look over the guide and see how it looks I may not be explaining or understanding correctly at present. Thank you

I’ve solved all my issues now except for two (I disabled click to move but did not remove it, since I might want to have that option in the game. So I have not removed pawn possesion). I’ll post my 2nd issue in the inventory thread since that’s the package I have a problem with.

In this package though, I can’t use “Rotate to mouse” for a character for movement. W is forward, towards where the mouse is on the screen. If I add this, it works on first character but not on any other players that joins the game.

If another player joins, he just spins around in circles. I’m not sure if that’s because player 2 try to read the mouse twice. From the first opened PIE and from the 2nd player PIE. Regular WASD (W north, D east, A west and S south) works for all characters if I remove the “rotate to mouse” code.

@Pirate could you maybe make an how to for adding your Advanced Social System into this project please?

Maybe anyone added combat system into this?

@Pirate you got mail my friend on your support email, and minus my own small technical issues, i bought all three of your products and they are really well laid out, keep up the good work

It’s pretty easy to create a basic combat system your self, and it’s a great learning experience. Just add small features, watch tutorials etc. I can recommend these youtube channels:

https://www.youtube.com/channel/UCRn…pXA0lccx_U1mww

They’re great! :slight_smile: To add features like vaulting over objects, dodging etc, check out Root Motion for Unreal. All you need is an animation and it’s done for you!

If you really want to add a combat pack to your project instead I would suggest that you contact the person you purchased or received it from for help, they’ll either have tutorials or love to help out! :slight_smile: That’s the best part with the indie gaming industry, people really want everyone to succeed.

Why is it now: Add to project??

@Pirate I sent you a pm.

Yea, Unreal had an update for their asset library, a lot of assets were affected. This one should be fixed now

Was thinking about buying this till I came to the forum, and saw it only supports up to 4.16 in the original posting? Also this seems to have less updates compared to the action rpg inventory?

On a side note seems several people have requested melee from this and the inventory thing. are there any plans for those additions to either one or a new store Item you are developing?

Hope everything is alright with Pirate and that he is ok. I have been waiting for a reply to a PM and direct email since 11-10-2017.

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/10char

Cant see any local hosted game. Nothing been changed. I ve noticed this a few days ago. Any 1 else had this problem?

I can see local hosted games but I get some other problems.

In editor everything seems to work perfectly. When try a build I can see hosted sessions with no name called 's game and 9999 ping, when I try joining it gives the error message that’s set for when joining a session fails.

Edit: After some googling about the 9999 ping I managed to fix it and now I’m able to play LAN or Online with my friends. This is a great product if you want to see how to get started.

​​​​​​​My problem was on a computer side not on a client side. I ve fixed it.
However I have one more issue, and this issue is in a default MultiplayerTopDown kit (4.19 & 4.20) on a marketplace aswell, as you can see on image 1 window - host, 2 window - client and on a client side player names are not shown. Any 1 who ve fixed it alrdy? Will apreciate any suggestion.

https://imgur.com/a/UTpD4XJ

how play online? i can only get lan to work

is only for lan mode this kit.

Just to try to help Pirate out here… I know hes been off the grid for quite some time. I have been experimenting with changing this project over to 1st/3rd person and migrating the feel of the rpg inventory system rather than top down (in an effort to maintain his logic for online.) If you follow his rough example here like he said it does a pretty good round about job at changing it over, however, i noticed that respawn didn’t quite work as intended, was a simple fix screenshot provided. If i develop any new changes that i feel would benefit the community i’ll provide them. For the most part you’re good with what he provided and just moving logic over from the inventory player character. Attempting to fix jumping right now, i’ve updated the animbp and the input logic for it but its being stubborn. Anyway, if you want respawn to work properly add this one node to call character is alive again.

As for adding jump logic its a bit more complicated. I’ve successfully made the character jump, the only issue is that his height of the jump is less than satisfactory when compared to the normal 3rd person template. It is a work around tho… I’m sure if i spent a few more hours on it i could correct it, but this works for me for now. If anyone else has any insight on how to make the characters upward location/velocity please feel free to sharp shoot me. For those interested for now:

Ensure that you update your ANIMBP player state to the normal 3rd person (Include your jump cycle as normal) then add/update your controller ANIMBP event graph per the screenshots.

EDIT: this also causes a potential issue in that if the input button (space) is held it will loop the jump loop animation. Attempted to correct this by editing the jump max hold time, and even with the delay–stop jumping nodes this has zero effect.

EDIT2: Found the issue… this was way more complicated than i made it… go into the player nav mesh component and check box “can jump” use normal animbp logic for jumping… feeling dumb.