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  • replied
    Thank you for the detailed response! I don't have any coding knowledge, but I'm enjoying learning. I don't expect to have a game for a few years, but I have a good idea of what I want to build. I think I will stick with GAS for now.. I seem to understand the ability system, my biggest trouble has been in the inventory system and clickable skillbar widgets. More to learn!


    Also, I think in your EDIT2, you meant to say "should interact" if I'm reading it correctly.

    Leave a comment:


  • replied
    Hello CaptainSavage_!

    Thanks for your interest.

    Your question is a pretty interesting one because MCE is really similar to GAS but it's not using it.

    I'd say GAS is an evolved but really harder to use version of what MCE offers. I'm actually thinking about reworking MCE for it to use GAS (in a distant future).

    If you have the skills to learn and use the potential of GAS, I'd say you should learn it and build your own ability / stat system. MCE has some flaws regarding multiplayer advanced features such as movement prediction and multiplayer delay catch-up, flaws that GAS handles pretty well.

    MCE is like a multiplayer game editor to prototype your game in a really short time. GAS is like a multiplayer game editor to ship a multiplayer game.

    If you plan on shipping a game and you're starting from scratch but with lots of programming background, GAS is your goal.

    If you plan on doing learning projects or developing multiplayer prototypes, I'd say MCE is your goal. Of course, you can ship games with MCE, but it's never going to be as clean as if GAS would have handle the multiplayer side of things.

    I hope it answers your question. Feel free to quote me if it does not

    Have a great day everyone!

    EDIT: MCE is like a complete system when GAS is like the pipes you use to build your system.

    EDIT2: I also had question about MCE in on the marketplace page, questions that I can't answer because they are part of the 'legacy comments'. I'm going to answer them here:

    deceptional1
    Is this compatible with Amazon Web Services
    Yes definitely, MCE should not get in the way of AWS.

    PharoahJamJam
    Looks great, tutorials look solid. except that i cant find the config file for the gameplay tags as shown in the set up tutorial. any suggestions?
    What do you mean you 'can't' find it? It's contained within the game examples (or it should be). Tell me if you don't find it there.

    Also, 4.23 should be up soon
    Last edited by Yun-Kun; 09-20-2019, 08:38 AM.

    Leave a comment:


  • replied
    Hi Yun-Kun,
    I'm looking to make a top-down Action-RPG similar to Diablo or PoE. I love the videos you have on your YouTube Channel!

    I'm wondering, would MCE be a good starting ground for making such a game? I've already started by setting up the Gameplay Ability System from a Udemy course. Is your system similar to GAS? Thank you!

    Leave a comment:


  • replied
    We're discussing this issue on Discord.

    I'll post the fix here.

    EDIT: Problem has been fixed.

    Bug: MCE failed to load properly when added to some of the base CPP templates.
    Solved: MCE plugin type was set to "Developer" and load mode was set to "Default". Type is now "Runtime" and load mode is now "PreDefault". Errors have been fixed. MCE was being loaded in the wrong order in these specific CPP templates. MCE was running fine when creating blank projects, blueprint projects or some others CPP templates.

    Update will be up by the next week.

    Enjoy!
    Last edited by Yun-Kun; 05-18-2019, 08:59 AM.

    Leave a comment:


  • replied
    So i just bought MCE and so far I really like it. However, I have a slight problem I could use some help with. I created a new 4.21 project and added the code plugin. Things were moving and I closed down for the night. When I relaunched my project the next day, I get all kinds of script errors and BP errors. I have since switched to an all blueprint project and have not had the same issues.
    In other plugins cases, when I want to use them IN code, sure I have to have references in my build.cs, do I need to do the same even though I'm not calling any functionality from C++?

    Leave a comment:


  • replied
    Hey Yun-Kun! I’ve just recently purchased MCE and wanted to say you’ve done a really good job on putting this all together.

    It looks great and I’m excited to start using it!

    Keep up the good work!

    Leave a comment:


  • replied
    4.21 is up!

    Leave a comment:


  • replied
    4.21 should be up next week

    Leave a comment:


  • replied
    Should be up soon! Sorry for the delay.

    Leave a comment:


  • replied
    4.21 support coming?

    Leave a comment:


  • replied
    Hello there!

    As of now I never extensively tested in a dedicated server setup and I offer no support as of yet.

    These are the main reasons the plugin is marked as "Listen Server" only, because I can't guarentee the quality and functionnality.

    However almost all features are working (except for the Beam system as far as I tested) and MCE is likely to receive an update (in a distant future) to support dedicated servers.

    Thanks for your interest!

    Leave a comment:


  • replied
    Interesting product
    what is not supported when using a dedicated server?

    Nice tutorial!

    Joli accent

    Leave a comment:


  • replied
    I've just received a refund request from a 4.20 buyer who fails to package a project using MCE. I have not received any contact from the buyer unfortunately so I'm unsure what are the reasons / the setup for it to fail package.

    I'll investigate the issues within the next two days.

    In the meantime, I'd be glad to hear any feedback regarding the issue.

    Leave a comment:


  • replied
    New MCE version released!

    Patch note MCE 1.1
    General Update

    - MCE is in 1.1! (must-watch tutorial video)

    - Added 4.20 version of MCE to Itch.io and Unreal Marketplace

    - MCE is now using the built-in Unreal feature "Gameplay Tags" (must-watch tutorial video)

    - Example Content has been cleaned up (fonts unified and removed, example map reworked, notification & feedback improved)

    Skills

    - Beam feature has been updated to be friendlier to use (video tutorial incoming soon!)

    - Active Skills now have a variable called "CanBePressed" which turns on or off the fact that you can cast it. You can set it in the skill default variable or in SetActiveSkillMetrics

    - "LookingForTargets" and "Targets" variables' and parameters' name have been renamed to "TargetQuery" and "TargetQueries" for better recognition

    Combat

    - CombatManager now have a variable called "ShowStatusText" which turns on or off the floating status text spawning when applying a status

    Projectiles

    - When spawning projectiles from Skills or when setting up the metrics in their construction script you can now specify a Muzzle FX which spawns in the same orientation and location than the projectile

    Modifier

    - "TargetAround" variables' and parameters' name have been renamed to "NearbyTargets" for better recognition

    Bug Fixed

    - Client no longer had interaction response from skill pickups

    - Specifying no charge FX would make charged skill not work

    - Beam were passing through blocking collision

    - Chat manager failed to properly name players on initialization

    - Aura failed to display properly on client

    - Aura failed to properly update targets' team and apply its effects accordingly

    - Aura failed to update properly on weird enter / exit behaviors

    - Example enemies were passing through the ground on death

    Leave a comment:


  • replied
    Going to the Gamescom! It's been a hard three weeks, working non-stop!

    The 1.1 version of MCE will be released within the weeks after the Gamescom, alongside 4.20 compatibility.

    Here is the patchnote:

    General Update

    - MCE is in 1.1! (must-watch tutorial video)

    - Added 4.20 version of MCE to Itch.io and Unreal Marketplace

    - MCE is now using the built-in Unreal feature "Gameplay Tags" (must-watch tutorial video)

    - Example Content has been cleaned up (fonts unified and removed, example map reworked, notification & feedback improved) Skills

    - Beam feature has been updated to be friendlier to use (video tutorial incoming soon!)

    - Active Skills now have a variable called "CanBePressed" which turns on or off the fact that you can cast it. You can set it in the skill default variable or in SetActiveSkillMetrics

    - "LookingForTargets" and "Targets" variables' and parameters' name have been renamed to "TargetQuery" and "TargetQueries" for better recognition

    Combat

    - CombatManager now have a variable called "ShowStatusText" which turns on or off the floating status text spawning when applying a status

    Projectiles

    - When spawning projectiles from Skills or when setting up the metrics in their construction script you can now specify a Muzzle FX which spawns in the same orientation and location than the projectile

    Modifier

    - "TargetAround" variables' and parameters' name have been renamed to "NearbyTargets" for better recognition

    Bug Fixed

    - Client no longer had interaction response from skill pickups

    - Specifying no charge FX would make charged skill not work

    - Beam were passing through blocking collision

    - Chat manager failed to properly name players on initialization

    - Aura failed to display properly on client

    - Aura failed to properly update targets' team and apply its effects accordingly

    - Aura failed to update properly on weird enter / exit behaviors

    - Example enemies were passing through the ground on death

    Leave a comment:

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