thanks for your answers! some great insight here.
one.
I didn’t duplicate MyCharacter.h because it simply doesn’t exist. by creating my new project from the 3rd person template with the name Elium I already had a class called EliumCharacter.h and a search on win explorer tells me there is no MyCharacter.h anywhere in my project folder. it was only named MyCharacter inside the editor.
errors I see when I try to delete the MyCharacter blueprint in the editor:
two.
yes my blueprint’s parent is EliumCharacter:
just the same, the one named MyCharacter in the editor also has EliumCharacter as its parent.
and yet I can’t get a var I’ve tried exposing to come up in there.
additionally, any changes I do in code (which do get reflected when I hit Compile in the editor) are lost when I close the editor and either launch it again, or launch my game directly using a cmd line argument. so I need to open up the editor again and hit Compile again to get my code changes again.
perhaps this has something to do?
three, four and five.
thanks for the info. at least component replication and replication of large actor bunches sound very interesting. and I guess at least UE3’s replication documentation will be useful here.
also pleased to hear you might at least consider adding host migration. every step taken towards not having to rely on paid servers is a win for indie developers with multiplayer in mind