[Twitch] Networking, and Game Jam Theme Announce! - Nov 13, 2014 @ 2PM ET

I can’t follow the stream live because of timezones, but I do have questions I hope to get answers of.

  1. Replicated Timeline based elevators (such as elevators used in UT) don’t work properly, is there any progress on this?

  2. Does the Online Subsystem notifies the steam ‘master server list’ when a dedicated server has booted?
    If not, could we get more details about it on the Steam online subsystem help page to make it work (there is nothing about it on steam documentation and nothing about it on Unreal’s side as well, please help!)?
    (The steam ‘master server list’ allows users to find servers to play on. Additionally the server provide details on what game mode and map is running)

  3. Related to building dedicated server:
    At this moment building a dedicated server fails if you use UMG in your project.
    LogLinker:Warning: Can’t find file ‘/Script/UMGEditor’ LoadErrors: Info Failed to load etc.
    Is this fixed for 4.6? We really hope to release before Christmas.

  4. We made a custom animation node through an additional editor module. It works fine for our clients but its impossible to build our server now. When compiling the server with visual studio the builder tool crashes completely and sais it can’t find unrealed. How can we make custom animation nodes that compile well on dedicated servers?

  5. Related to animations:
    In an animation sequence we are able to trigger sounds on the animation timeline. That’s very convenient but in some cases we need to stop the stound in the middle of the playback. (Ex: you reload your weapon but switch for another weapon before the reload animation is completed). Is there a way to do that cleanly?

  6. And last question just to keep traditions: when do you expect to release 4.6?

Thank you guys and keep up the great work, we love you :slight_smile: