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Training Stream - Multiplayer Mash-up - Nov 8th - Live from Epic HQ

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    [LIVESTREAM] Training Stream - Multiplayer Mash-up - Nov 8th - Live from Epic HQ

    WHAT
    In this stream, we take a look at a few different local multiplayer setups (split screen vs. shared screen) and how you can support a couch co-op style of gameplay. We also take a look at the Steam Blueprint Networking project and modify it so it supports a VR playing host against connected third person playing clients.

    WHEN

    Tuesday, November 8th @ 2:00PM ET [Countdown]

    WHERE
    http://www.twitch.tv/unrealengine

    WHO
    Wes Bunn - Senior Technical Writer

    Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it's not always possible to answer everyone's questions as they come up. This is especially true for off-topic requests, as it's rather likely that we don't have the appropriate person around to answer. Thanks for understanding!

    Edit: The YouTube archive is now available here.

    Last edited by Ivey; 11-09-2016, 01:46 PM.
    Ian Shadden
    Technical Writer | Documentation

    #2
    Really really looking forward to this stream.
    Spline-Enabled Fence Pack - "Great pack, huge time-saver, top quality and enough variety to really make the assets unique." -Dark Acre Jack
    Destructible Road Signs - "Seriously awesome. Single blueprint for pretty much all the road signs you'll ever need." -thankstipscom
    Zipline/Teleporter/JumpPad - "This is a very flexible system for any project, and really simple to implement." -lunyBunny
    Wooden Storage Pack - "Very good high quality assets and well worth it." -Deathweave
    Digital Portfolio

    Comment


      #3
      Any chance Epic will release a demo project to go along with this w/ Split-Screen VS.+CoOp gameplay?

      Originally posted by Shaddenfreude View Post
      In this stream, we take a look at a few different local multiplayer setups (split screen vs. shared screen) and how you can support a couch co-op style of gameplay.
      So a UE4 template for split-screen that supports two Xbox360 controllers one for each player's input etc.
      Really great to see Local-Split-Screen Multiplayer is alive & well @ Epic when so many Triple-A's shun it.

      Comment


        #4
        This is a very interesting topic. Looking forward to it!

        Comment


          #5
          I dont know much about game development but im soooooooo looking forward for this!!
          I'm really happy Epic is taking part on making it real because I really miss couch co-op games.

          Comment


            #6
            Oooh, that's something I really wanted to know (especially shared screen local MP).

            [MENTION=100]Shaddenfreude[/MENTION] I have 2 questions for [MENTION=48]Wes Bunn[/MENTION]

            1. Is it possible to have 2 local players on a shared screen and play online at the same time? (kinda local/global MP combined)
            2. Is it possible to have split screen (2 screens) and 2 players share one of the split screens (4 player local MP with 2 of the players on one half of the screen and 2 other players on another half of the screen)
            Last edited by motorsep; 11-08-2016, 03:04 PM.

            Comment


              #7
              Great stream! Too bad I had to watch only fragments and without sound (at work ).

              Will it be available for offline view soon in the next few days ?

              Comment


                #8
                Hey all,

                Here's the link to the project files from today's twitch stream.

                https://forums.unrealengine.com/show...792#post620792

                As noted in the post above, the reason the character wasn't spawning correctly for clients is becuase I forgot to SET the IsHost? bool after running through that script.

                Click image for larger version

Name:	FlagIsHost.png
Views:	2
Size:	122.9 KB
ID:	1118086

                I fixed that and posted the project files at the link above.

                Thanks,

                -W

                Comment


                  #9
                  Originally posted by motorsep View Post
                  Oooh, that's something I really wanted to know (especially shared screen local MP).

                  [MENTION=100]Shaddenfreude[/MENTION] I have 2 questions for [MENTION=48]Wes Bunn[/MENTION]

                  1. Is it possible to have 2 local players on a shared screen and play online at the same time? (kinda local/global MP combined)
                  2. Is it possible to have split screen (2 screens) and 2 players share one of the split screens (4 player local MP with 2 of the players on one half of the screen and 2 other players on another half of the screen)
                  Hey Motorsep,

                  This should be doable, but I haven't tried to set it up yet. We'll try to work this into the Steam MP project in a future stream when I have a chance to try and set it up.

                  -W

                  Comment


                    #10
                    One more comment to add...

                    I wanted to try and do a Local VR vs Non-VR gameplay (where one person is in VR and another is using the computer/keyboard/controller to play locally).

                    The ability to override the local mirror window (what is projected from the headset to the computer monitor/tv) is something that the VR team said would be possible in future engine updates.

                    That would allow you to override the mirrow window with any camera actor (it may be doable through C++, but I know we want to expose that to BP's as well).

                    -W

                    Comment


                      #11
                      Originally posted by Wes Bunn View Post
                      Hey Motorsep,

                      This should be doable, but I haven't tried to set it up yet. We'll try to work this into the Steam MP project in a future stream when I have a chance to try and set it up.

                      -W
                      Ah, so it wasn't in this stream

                      Do you have an idea when in the future, approximately (somewhere before 2016 ends or in the the first quarter of 2017, etc.), you will go over these setups ?

                      Thanks beforehand

                      Comment


                        #12
                        Originally posted by motorsep View Post
                        Ah, so it wasn't in this stream

                        Do you have an idea when in the future, approximately (somewhere before 2016 ends or in the the first quarter of 2017, etc.), you will go over these setups ?

                        Thanks beforehand
                        I'd say the later to be safe, and if I can do it earlier that would be ideal. I'd need some time to dig into it and figure out the best way to set something like that up as I haven't tried it yet.

                        Some of the split screen code isn't exposed to Blueprints, I'm sure this is all possible via C++ but since I'm not a programmer I'd need to do some research on how to get it to work properly.

                        In the meantime, someone on the forums or AnswerHub might be able to answer this as well.

                        -W

                        Comment


                          #13
                          Originally posted by Wes Bunn View Post
                          Some of the split screen code isn't exposed to Blueprints, I'm sure this is all possible via C++ but since I'm not a programmer I'd need to do some research on how to get it to work properly.
                          -W
                          That is ouch :/ I am not a programmer either, so I try to stay away from any C++, even if it's a copy/paste snippet.

                          Perhaps it's something that Epic can expose to BP in one of the upcoming releases (4.15 - 4.16), if you already know what in particular needs to be exposed to BP for local MP with shared / split screen mix ?

                          Comment


                            #14
                            Yeah, I will have to dig into this for more info.

                            Comment


                              #15
                              I have managed to get splitscreen working through multiplayer, the only drawback I have is the Create Session node only limits the amount of connections per server. Meaning say you have a limit of 8 people and 7 clients are connected already, you can pass that limit if you have 2 local players. I have a create players function which happens once all local players have succesfully joined the session.





                              There's alot of stuff like casting to the player character and playerstate which is stuff for me that I need for future stuff so ignore that. You can get the playerstate directly from the create playernode if you need it.

                              This solution does give each local player a proper playerstate but the same name for everyone. For that I did what most games do and created a new string variable and added a (#) behind the name to differentiate the players and use that variable for my widgets.



                              Controller assignment is a pain as always but that's also for games without networking. What also sucks is the field of view not scaling with the viewport. But that's an issue not unique to splitscreen. The same applies to widgets. If there's splitscreen I have to scale down the hud for it to fit properly. What I have noticed too is pretty sure scenetexture nodes in materials always output player 1's viewport.

                              For now I'm doing the fov and HUD resizing manually.



                              I do not know if this method causes any issues so use it with caution. Ideally there would be a plugin or a feature that exposes splitscreen settings to blueprints properly.

                              Also not how the sniper rifle's screen is for both top and bottom left the same because it automatically uses player 1's.

                              But for the time being it works. As you can see there's 3 local players and 1 player(Cobby) connected to me. All of them can kill and get points etc.

                              Last edited by HiIAmMoot; 11-09-2016, 08:56 AM.

                              Comment

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