Multiplayer TopDown Kit

The console command is simply “open IP”](A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums).

If you look at the unreal wiki you can learn all the console commands (Knowing such commands will help you setup logic to execute these commands in blueprints for example if you wanted a text box where you can input the ip and then press connect instead of using the console).

You will need to make sure the hosting computers router is configured to have outside connections able to connect to it.
The default listening port is UDP 7777, but you can find more information on answerhub and the wiki if you run into issues connecting.

Trying to merge the Kit with your Action RPG Inventory System by following the video tutorial but this error is stopping me, any clue what’s gone wrong? The link was fine when I copied it but when I pasted it it then broke.

&stc=1

It’s expecting an EquipmentInventoryComponent. Wich is a child class of InventoryComponent. The charactet should have an EquipmentInventoryComponent and basic inventorys that don’t update a pawn would use the InventoryComponent.

If you are still having issues please send us a support email and I can give you a quicker response and help get you going .

Where do you edit the number of players per session in blueprints, I’m bad in finding it :frowning: (0/4 etc)? And its showing 4 palyers limit, however its possible to connect any number of clients tru open “urip”. Have not tested within the “server list”.
And is it possible to get already two merged projects for 4.15? (TopDown-Kit + ARPGIS)

Found answer to my first question: MPTopDownGameInstance(edit Multiplayer variables) if s1 else interested.

@Pirate can you please explain why FPS drops drastically when you respawn after death close to ur corpse/corpses. More corpses - more FPS drops. Actually 5-10 corpses can kill to 0 all ur FPS, eh. I don’t think that additional 5-10 models(even w/ 40k of polys) can do that damage to performance. In fact, if you add 10 or even 20 additional zombies in to the level, it will decrease FPS a lil, but not to 0, maybe 5-10 FPS less only.

Sounds like it would be the dynamic shadows. If you have shadows set to “Epic” in your project it can be quite performance draining depending on your hardware.

I don’t see what else would be causing it as it is deffinitely not the poly count on the player and zombie meshes.

Yep it was all about that torch(fireball). Having multiple torches close to each other was not good @ all while casting dynamic shadows on to the level. Thank you.

Ok great :D, thanks for letting me know.

The Multiplayer TopDown Kit is compatible with the 4.16 update :slight_smile:

@Pirate any additional changes to 4.16?

Works on my android phone, with some modifications

I’m new to android development, so this is a dirty demo :stuck_out_tongue:

I wouldn’t know how to setup a dedicated server, so I can’t comment on the networking side of things.

tyvm for this awesome package

Hi I need Ai follow to nearest player how can I do that? In top down kits Ai like guided missile :slight_smile: following first see character how can I fix that? (You can imagine like left 4 dead 2 or kiling floor 2)

My team is utilizing both the top-down kit and the inventory system for our project. We just really starting to dig into the blueprints of this setup, but we’ve hit a bug that we’re not seeing the problem from.
The tooltip is not displaying the correct information. It will display the Item Name, but all of the items say Head for their item location. Nothing else is populating in the tooltip.

Can someone help me convert this to first person camera and controls? I have a merged top down/inventory/social, but cant figure out how to remove point to click, add wasd controls and make camera the first/third person. Tried the steps mentioned, but dont know if that method works anymore. couldnt get it to work. any help would be appreciated.

Deleted my first post since I’ve solved everything there. Now I’ve managed to create working WASD-Movement, unpossessed the pawn, integrated the inventory system and made dead zombies and broken boxes lootable.

But I’ve also noticed that somehow the Zombies does not longer take damage and move towards you when you hit them. If you move close and they see you they start moving, attack and take damage correctly. Anyone know what could have happened there?

Edit: I’ve solved the Zombie-problem. A node had let go :)! But, I once again get the problem from my first post. It comes and goes. It’s the WASD-Movement. It works brilliantly, with turnrate and everything. It’s just, I get this error:

Error Blueprint Runtime Error: Accessed None trying to read property PlayerCharacterReference from function: ‘ExecuteUbergraph_MPTopDownNetworkController’ from node: Add Movement Input in graph: EventGraph in object: MPTopDownNetworkController with description: Accessed None trying to read property PlayerCharacterReference

It works, so I can keep going. But it feels like I need to solve this issue but I really can’t find out why this happens.

Edit: For anyone with same problem, it works without error with an IsValid? :slight_smile:

compatible with the 4.17 ??

How did u get it to work on android?

how u connect using ip?

What problems are you having?

It works with 4.17, just tested for you.

I also have problems with WASD movement where your character always rotate towards your mouse. It works with 1 player, but if I start multiplayer the 2nd player spins around like crazy. Anyone knows how to fix this?

Also, if I remove the “rotate to mouse” code, it works to move both characters in multiplayer fine. But they always run “south” when you press S for backwards.