Multiplayer TopDown Kit

Make sure to assign the floor collision preset to yoir floor meshes for the click to move logic to work as outlined on the first page.

If you are creating a new map and your player does not move it’s because the pathfinding used for click to move is not setup.
Add a Nav mesh volume and make sure to build navigation paths in the editor whenever it is altered.
Set your floor mesh/terrain to the “Floor“ collision pre-set.

I am not sure what the issue is, all you have to do is the same as you would in any other project when you want to manipulate the cameras zoom.

Just set the camera boom arm length. Here is quick example, obviously a bit more basic then you would want in your game but it shows the simplicity of the task at hand.

Only missing the option of creating public host. Nice work ^^

You can change the option in the TopDownModeGameInstance, but you are correct there isn’t a hosting options UI widget present in the current version of the UI.

I am working on an update to add to the UI example some settings for the MaxPlayers, IsLan and Map Name when hosting, but most people seem to have been redesigning the UI and building onto it themselves.

Perfet, and option for add name player :wink:

Mmm… and Target System is basic, is best target enemy with mouse and character only attack to target.

Hi,

I bought your package and it is great! I have a few questions though:

  • I’m trying to make the movement so that it continues running in the direction of the mouse when you hold the mouse down. Where in the blueprints is the part that handles player movement? I can’t find it anywhere…

  • I’d like to implement melee combat on left mouse click and fireball on right mouse click, but again, I can’t find anywhere in the blueprints where the fireball attack stuff is being handled… If I could find it I could learn from it and start from there, but I just can’t find it

  • I tried dragging the playercharacter and zombie blueprints in a new level, but they can’t walk around. I tried adding a Nav mesh bounds volume, but still doesn’t work. What am I missing?

More tutorials on basic stuff like what’s handled where in the bllueprints and how to setup stuff in a new level would be really good.

thanks in advance!

You can find the controls in the player controller blueprint (Blueprints/MPTopDownNetworkController) and you can see the logic on the event graph in commented sections.

The first post of this thread outlines what you need to do for a new level.

If you are creating a new map and your player does not move it’s because the pathfinding used for click to move is not setup.
Add a Nav mesh volume and make sure to build navigation paths in the editor whenever it is altered.
Set your floor mesh/terrain to the “Floor“ collision pre-set.

938783cb225009b0417e9de37657dba9b85191d9.jpeg
*Note: You can also set the default collision preset on the meshes you will always use as floor pieces, then you don’t need to set the collision after you place them in the world. *

Hello @Pirate, firstly you have saved me a great deal of time with the purchase of both the Inventory and Topdown toolkits. I had made everything myself, which can be found in some of my videos for my game. But have now decided to move my project forward with your two assets as the base of the project, so thank you for that, as this means masses of time saved! Being Indie any time saved on base mechanics is time gained on improvements and gameplay… Win! :slight_smile:

Now all the sucking up aside - haha - I don’t suppose you could offer up some advice?

I am trying to set it up so that when the zombies are killed you can click on them and loot them like you have the dead hero and skeleton etc. I got this working last night but really want it to display like the dead hero list instead of a container list with just the icons - hope this is clear enough explanation.

Sorry to trouble you.

Thanks in advance…

EDIT: I clearly was not thinking, while setting this up last night… I believe I missed out setting the slots per row to 1 instead of 4 etc. All working now - typical when you finally reach out for help! Oh well at least I got to tell you the toolkit and Inventory is sublime :wink:

I was just typing up the response but yes the “Can Store Items” is what makes it either a container window or the loot list window. So if it’s set to false it will work as the loot list.

Thank you for the kind words :), please don’t forget to give a star rating to our products on the marketplace.

@Pirate solid 5/5 review and comment left from me on marketplace… Good work! Now get back to that desk and make more… More I say :stuck_out_tongue:

@Pirate have you thought about adding a basic questing style system into the toolkit?

As far as I am aware there is only 1 other one available on the marketplace as a separate tool. However, combine one into this tool or release one to integrate in this kit like your inventory and you are possibly sat on a goldmine…

I for one would throw money your way for this feature or toolkit :slight_smile:

When do you plan to add direct IP conection feature?

Interested in this too.

Thank you for this information, was very helpful in helping a team mate solve this issue.

Is there anyway to add WASD and or controller support without completley getting rid of the point and click but I would like to be able to offer both options

Of course, just do it the same as any other game. In the PlayerController event graph is all the input bindings. You will want to create a bool for isWASDMovement or something to just have it accept WASD movement when this boolean is true and continue to use the click to move logic when false. You can easily toggle off the click the move without interrupting the click to interact code.

In the picture below I have selected the branch statement and following move related nodes.

clickmove.jpg

A problem I’ve had in the past using the UE4 template was that I couldn’t find a “proper” way to handle object interaction, how well does yours work?

is there a way to view that Bigger? I cant make out what any of that says

In your browser can you not right click and “view image”? It’s just showing in the PlayerController Event Graph where is handles the click. If you look there for the event Server_ProcessMouseClick you will find it very quickly.

Hello

I am interested in your kit.
I have some questions about the server side.
1/ I can see that when you launch the client, you can choose to host. By doing so, your client “becomes” a server is that right ?
Would it be possible to have a separate server binary ?

2/ How does the server handles the map hosting ? If two players are connected in two differents “areas” ?

3/ How are stored the user characteristics (level/mana/hp/position etc), in a SQL database ?

Thanks :wink: