Hey there,
Its a known engine issue that can sometimes turn up, but it doesn’t effect the system in anyway everything will still work fine.
Hey there,
Its a known engine issue that can sometimes turn up, but it doesn’t effect the system in anyway everything will still work fine.
@Defuse Studios thank you for your reply, understood
player build hud sorry for late response been busy
[USER=“15702”]Defuse Studios[/USER] idk if you have the art of combat but an integration tut to that would be awesome. im getting pretty close but not quite there. may even shift some of the developers with the art of combat system to purchase yours. seeing as the only integration video to that system is for the arpg inventory sytem. ive gotten the inventory working able to use consumables but not the hotkeys or anything like the build system and when i respawn i no longer have no more control over character
I dont have that asset but if it’s a problem with the hot keys as long as you have the inventory component on the character bp it should be as simple as just copying and pasting the nodes from the default inventory character I can’t remember the nodes name of the top of my head but it’s not hard to find they are the ones with all the number key input attached to them, it may cause a problem if that pack is already using the key through the inputs in the project settings
Someone got any ideas about saving ‘player profiles’ on the server? The current saving system works great, untill a client disconnects and reconnects (at least after a new autosave on the server was created, if the client logs in before a new autosave was created on the server, the clients inventory is loaded), then the clients save is lost and the inventory is empty. I currently have multiplayer with steam advanced sessions working and I changed the ‘Player Name’ variable in PlayerInventoryComponent to the Steam Unique Net ID (see attached screenshot, I changed it the same way for alle ‘Set Player Name’ variables in the project). So it is now at least possible to identify a client on reconnect.
My next step (I think) would be to improve the saving system further so that the server saves persistent ‘player profiles’ (or is it already somewhere in the project where I can set this behaviour?).
I know it is possible to save data in a database (though I have to dig much deeper into that :)), but I think that would be more for a dedicated server because you don’t want to distribute the game with the database server credentials (I think…ideas on this are very welcome ;))
Also I would like it to be possible for players to host a game themself, so then it would be better that the ‘player profiles’ are saved on the server side, in a file I think as I don’t expect players will install a database server by themself…
I’m thinking about the following steps: get the player data (inventory items, health, etc…) to the PlayerState, detect when a player disconnects, save the clients PlayerState to a new file on the server (maybe using the players Steam Unique Net ID as filename, or would it better to create one big file for this?). Then when the client reconnects, the server should replicate the saved variables values to the clients playerstate so that the player gets his data back. Would these steps be the correct way?
Any ideas/experience on this would be very appreciated
So right now i agree the save system does need some more work and i will be looking in to that, It works fine for single player but multiplayer is another thing altogether. Unreal’s build in save system just inst that great for multiplayer and definitely isn’t designed for large scale multiplayer most solutions involve C++ systems and other external data base programs. If you want to continue using the build in system your idea for create individual saves for each player (Then rewiting that save when the player leaves and dies) is a good idea for making the best out of the built in system. When i have some free time to come back to this project I will take a look at trying to implement something like that to improve the pack.
But as i said if your looking to have a much more robust system you will definitely need to look at more advanced ways of saving and managing the save data out side the engine.
I hope that helps
Thank you for your answer. For now I’m working on the ‘local save files’ solution (after I learned more of the PlayerState), later on I can maybe use these ‘save blueprints’ to expand and save these variables to a MySQL database for supporting dedicated servers.
For now, I hope you get some great success in 2018!
try ramas save system plugin if you persist with problems
Thank you for the suggestion for the Rama Save System. I do have the plugin, but I thought I would try it with the current build in save system, on the other hand…the Rama Save System plugin could save me some time and more headaches Thanks again!
Hi everyone,
So finally got a chance to work on my project again, Loving the Updates.
Question, Has anyone had an issue with the building system not saving?
I have no problems with the Inventory saving but the Building system is not saving.
Also Is their a way to Clear / Reset the Save?
I went through the forums here, and also the videos, and don’t see any problems
with my end everything went smooth on the integration of the two assets.
Verified the videos over and over to make sure I didn’t miss anything.
Any reply greatly appreciated.
Thanks.
ch
Change save Game name in Building system to save 2 instead of save 1
also hook up a call function to the multicast delete save with something like this
same thing for the building save
@RydgeMrPinky
TYVM, awesome reply. I will-def do that check. Thank you once again!
cant find the Bind Event to DelteSaveISS? this is custom?
@jakehowe2004 yeah its an Event Dispatcher made inside inventory save system (i only have that rigger up because its called upon by umg button press in game) you can simply make a custom event instead and call that however you want basically like above without the event dispatcher and event tick connected
Like This Picture Shows
Awesome, ya def been awhile since messing with anything lol
allot of changes in this version for sure.
Thanks again Bud!
Ok so I setup everything Save name is different for player / building saves … Save 1, Save 2 etc.
But the building system is not saving at all. Any ideas to why?
Thanks Again for all the support.
Also Noticed the Random Spawn are spawning items over other items, very strange…lol
the autosave is set to 60 on player build and 20 on inventory