Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

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

    WHAT
    Networking in UE4!
    - Framework Discussion
    - Network Demos
    - Making MP games easier/possible with only BPs
    - Turn Based MP support
    - Performance
    - Better Profiling Tools for MP
    - Other pro-tips and roadmap pit stops!

    p.s. Hey, 7DFPS folks, help us help you! Anything we can answer on the stream to give your projects a bump?

    p.p.s. We'll also announce the theme for the November Unreal Engine game jam!

    WHEN
    Thursday, Nov. 13th @ 2PM ET - [Countdown]

    WHERE
    www.twitch.tv/unrealengine

    WHO
    Dana Cowley - Sr. Marketing Manager
    Ryan Gerleve - Engine Programmer
    John Pollard - Lead Programmer

    Questions? Let's hear 'em!
    Last edited by Ivey; 12-16-2014, 11:27 AM.

    #2
    Sounds awesome, I'll be there.

    Comment


      #3
      I have problem dealing damage from Client to Server using Blueprints only (Server to client works fine). Could you guys check it out and share what and where the problem was?

      https://forums.unrealengine.com/show...mage-to-server
      Unreal Issue Tracker - Desktop App for Unreal Engine Issues
      Unreal Nexus - Create Share and Experience!

      Unreal Engine 4 World-Wide User Map

      [PLUGIN] Aws Gamelift Client Plugin
      [TOOL] Create your own binary release of UE4 from GitHub source
      [Marketplace] Vehicle Soccer Template
      [Marketplace] Objective Waypoint System
      My UE4 Tutorials and Misc Tools

      Lead Programmer at YetiTech Studios
      Your Friendly Neighborhood
      Satheesh PV (a.k.a RyanJon2040) | Twitter, Instagram, Facebook, LinkedIn, YouTube, Google+

      Comment


        #4
        Couple from me;
        - level instances aren't replicated: https://answers.unrealengine.com/que...layer-how.html
        - how to get server list from blueprints? https://answers.unrealengine.com/que...without-c.html
        - why multiplayer isn't working on iOS? (using local network between two devices) Is there anything that need to be done?
        How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!

        My Marketplace Assets

        Comment


          #5
          How would you go about getting resolution of client screen (viewport) ?

          Or, how about going around tracing which is offseted by position of crosshair on screen. Say that crosshair is offseted from center by 50px down and 50px left. All tracing is done on server. But server doesn't know anything about player screen resolution which is critical to make it work (deproject). Any ideas how to approach that ?
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

          Comment


            #6
            Very nice! I'll be tuning in for the networking discussion - great topic

            And welcome back to the stream Dana!
            Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

            Comment


              #7
              I can't wait for that stream I've been wanting to get people in the Maze with me ! Still haven't look at Networking, so I look forward to that as a starting point !

              Comment


                #8
                Awesome topic .
                I'd really love to have a better idea of when to use what 'core blueprints' for sharing/synching data between players and the state of the gameplay.
                For example what should be stored on character state/character pawn/game state/game mode/game instance, and what should be sent to what, if possible in the context of a battle arena game.
                Also what are the best methods of transferring data for all players between levels via the game instance and transferring them to new areas.
                Another question I'd really love to know the answer to is if there is an easy method of being able to reconnect a player to a world that was randomly generated with instanced objects from the server-and have the client know what objects were spawned and where?

                Comment


                  #9
                  Looking forward to this one
                  Twitter Website

                  Comment


                    #10
                    Haven't been able to play around with the networking features yet,
                    but this will see definitely be a must watch for me!

                    Comment


                      #11
                      I look forward to every Thursday for these. Can't wait to tune in live...I've not really played around with any form of networking so far, so it'll be a great opportunity to learn some of those features.

                      If you're doing a community spotlight, I'd love it if you could feature Dinosaur Run if possible, it's a game I'm creating for my 3-year-old son. It's currently in BETA



                      Forum thread here : https://forums.unrealengine.com/show...6-Dinosaur-Run

                      Comment


                        #12
                        I'm currently still struggling to find a solution for this, for my 7dfps project: https://answers.unrealengine.com/que...through-m.html
                        Having some problems with matinee and animating materials here: https://forums.unrealengine.com/show...n-doesn-t-work See my last post there.
                        I'm sure I will have more questions but often I get them answered relatively quickly on the AnswerHub already.
                        Last edited by Davision; 11-12-2014, 12:00 PM.

                        Comment


                          #13
                          Looking forward to seeing this.
                          Aaron Fowler

                          Twitter: @Tobbo_Art
                          Art Blog

                          Comment


                            #14
                            [Question] Can we get a short explination on how repication conditions work?
                            Edit: So i think this should get us started on conditions, cheers!
                            https://forums.unrealengine.com/show...ips-and-Tricks


                            [Question] Is the max world size in UE 4 the same as for singel player and multiplayer, if not what is the max size?

                            Looking forward to this stream
                            Cheers!
                            Last edited by WCode; 11-12-2014, 10:11 PM.

                            Comment


                              #15
                              [Question] I just started a multiplayer game, and am wondering what the best method to build a lobby is. Can I do this all with blueprints or do I need to break out the c++?
                              Last edited by SentientBot; 11-12-2014, 05:11 PM.

                              Comment

                              Working...
                              X