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    yeah a update would be nice .
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      I'm betting it'll be another 2 weeks before we get it

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        Originally posted by Philippe St-Amand View Post
        I'm betting it'll be another 2 weeks before we get it
        don't say stuff like that D:
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          We will get it...
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            Yeah, someday...
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              Any Update ?
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                Waiting for this is so exhausting
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                  They released 20 E3 interviews, with the latest upload done a day ago, we are closer...
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                    I'm accepting bets now in which week they're going to release it
                    End of July after E3.... 2017
                    jk

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                      Haha, well you seem to have figured out we had a backlog of E3 in the way of this particular tutorial series, but I have been reassured that it is now the next priority, so it'll be coming...

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                        I'm only interested in C++ tutorials for UE, I have very little interest in using blueprints for anything other than materials and other basic stuff.

                        Hopefully a start to finish UE C++ multiplayer/steam integration tutorial doesn't take as long as this, as this should have been given priority way sooner.

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                          Originally posted by password1lol View Post
                          I'm only interested in C++ tutorials for UE, I have very little interest in using blueprints for anything other than materials and other basic stuff.

                          Hopefully a start to finish UE C++ multiplayer/steam integration tutorial doesn't take as long as this, as this should have been given priority way sooner.
                          There is nothing you need to do specifically in C++ for steam to work, it's a config var. That's it. Want specialized functions like friends list joining? Goto Steam, they give you all of the "tutorial" you need.... Epic doesn't have to give us any information on how to use the steam subsystem because it's 3rd party. Also, just because something is not C++, don't just blow it off. BP's are very powerful and allow you to do things that are hundreds and hundreds lines of code in a single node. Regardless if it's slow, it's something to take advantage of. Using C++ only and everywhere is a completely idiotic choice when using ue4. Especially when linking assets to code.
                          Last edited by SaxonRah; 07-12-2016, 08:18 PM.
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                            Originally posted by SaxonRah View Post
                            There is nothing you need to do specifically in C++ for steam to work, it's a config var. That's it. Want specialized functions like friends list joining? Goto Steam, they give you all of the "tutorial" you need.... Epic doesn't have to give us any information on how to use the steam subsystem because it's 3rd party. Also, just because something is not C++, don't just blow it off. BP's are very powerful and allow you to do things that are hundreds and hundreds lines of code in a single node. Regardless if it's slow, it's something to take advantage of. Using C++ only and everywhere is a completely idiotic choice when using ue4. Especially when linking assets to code.
                            Not to mention that interfaces for friends lists / achievements / server browsers are actually really well suited to BP and slot right in with the UI design. It isn't top priority for frame by frame performance handling browsers and subsystem information and is far easier to design around in BP.


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                              Jumping into this thread to deliver an update...

                              This series is finally complete and is now live : Blueprint Multiplayer Tutorial Series

                              A quick note, this is a beginning-to-end series in that we start from scratch and create the entire front end solution for networked play and getting clients connected to a server.

                              We didn't get into Steam Friends List Invites, pulling Steam Avatars or Steam Achievements or anything like that as this was meant to service getting the connection to occur first.

                              We can expand upon this down the road and can incorporate the elements you want to see included (some things aren't possible yet purely in BP as well).

                              Apologies for the delay, but I'm glad you are able to finally get your hands on it.

                              Please let us know if you have any questions,

                              -W

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                                Wow, this is purely awesome!! Thanks Epic.

                                Hopefully Achievements and Leaderboard are not hard to implement in multiplayer.

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