Originally posted by theevil128
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Marketplace Content - What would you like to see from the community?
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Originally posted by MarkcusD View Post
I looked at PLE before but I don't think it generates terrain so you're stuck with whatever terrains it comes with (or making your own). I could be wrong. GAIA just looks super simple to use.
Hope for my self it will be realeased next time on Marketplace to combine it with the mentioned systems.
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Originally posted by AtomHeartMeddle View PostI would love to see a first and third person stealth kill mechanic with daggers and different melee weapons. Is this already out there? Ive searched but i havent found anything yet
I want to see a quicktime kill / finisher system like DOOM (2016) that works out of the box.Last edited by MesherKnesher; 12-13-2017, 05:52 AM.
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Code plugin developer here.
I would like to know:
- What limitations of blueprint are you currently running into?
- What functionality can you come up with that currently isn't achievable with blueprint alone?Created blueprints for:
Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system
Also accepting freelance work (web development, UE4, Java, etc) (just send us a problem or an idea and we'll think it out for you for free, no strings attached)
https://lowentry.com/
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Originally posted by LowEntry View PostCode plugin developer here.
I would like to know:
- What limitations of blueprint are you currently running into?
- What functionality can you come up with that currently isn't achievable with blueprint alone?
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Originally posted by Rhynedahll View Post
Detecting client disconnects and executing log out tasks on the dedicated server.
Is that what you're looking for?Created blueprints for:
Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system
Also accepting freelance work (web development, UE4, Java, etc) (just send us a problem or an idea and we'll think it out for you for free, no strings attached)
https://lowentry.com/
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Originally posted by LowEntry View Post
In the GameInstance class you can implement a network failure event, see: https://forums.unrealengine.com/deve...467#post416467
Is that what you're looking for?
I believe what I had read is that that node can be used on the client to deal with a lost connection.
What I want to do is to cause the server, in the case of a connection error, to maintain the player character and controller until logout tasks (save data, mostly) are complete.
I'll take a look at the node again, as I don't recall the exact results of my experiments, other than it did not appear to work on the server.
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Originally posted by Rhynedahll View Post
Thanks. I have looked at that previously and I believe the issue is that the Server GameInstance and the Client GameInstance are separate and do not replicate. (At least that's the note that I appended to our game instance.)
I believe what I had read is that that node can be used on the client to deal with a lost connection.
What I want to do is to cause the server, in the case of a connection error, to maintain the player character and controller until logout tasks (save data, mostly) are complete.
I'll take a look at the node again, as I don't recall the exact results of my experiments, other than it did not appear to work on the server.
The GameMode class only exists on the server, and Login and Logout is just a rewording of Client Connected and Client Disconnected.
Created blueprints for:
Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system
Also accepting freelance work (web development, UE4, Java, etc) (just send us a problem or an idea and we'll think it out for you for free, no strings attached)
https://lowentry.com/
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Originally posted by LowEntry View Post
Ah, in that case, try using the Logout event in your GameMode class.
The GameMode class only exists on the server, and Login and Logout is just a rewording of Client Connected and Client Disconnected.
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Originally posted by Rhynedahll View Post
Similarly, iirc, OnLogOut is unsuitable because the PlayerState (where all the data is stored) is already destroyed when it is called.
I found this: https://answers.unrealengine.com/que...xit-event.html
It basically says that you can try overriding the playercontroller's PawnLeavingGame function (or perhaps the CleanupPlayerState or OnNetCleanup function) in order to prevent it from deleting the Pawn and/or PlayerState.
By the way, weird though that Epic didn't add a PreLogout event.
Well anyway, for a blueprint-only fix/hack, you could try to create a map of integer(player ID)=>PlayerState, and then when a player joins (Login event), you could add its PlayerState to that map, and then when the player disconnects (Logout event), you could retrieve the PlayerState from that map again (and remove it from the map).
That way, you should be able to still access the PlayerState during the Logout event (unless it is somehow forcefully memory cleared, but it's worth trying out I suppose).Created blueprints for:
Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system
Also accepting freelance work (web development, UE4, Java, etc) (just send us a problem or an idea and we'll think it out for you for free, no strings attached)
https://lowentry.com/
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Originally posted by LowEntry View Post
Well, in that case, you'll need to use C++.
I found this: https://answers.unrealengine.com/que...xit-event.html
It basically says that you can try overriding the playercontroller's PawnLeavingGame function (or perhaps the CleanupPlayerState or OnNetCleanup function) in order to prevent it from deleting the Pawn and/or PlayerState.
By the way, weird though that Epic didn't add a PreLogout event.
Well anyway, for a blueprint-only fix/hack, you could try to create a map of integer(player ID)=>PlayerState, and then when a player joins (Login event), you could add its PlayerState to that map, and then when the player disconnects (Logout event), you could retrieve the PlayerState from that map again (and remove it from the map).
That way, you should be able to still access the PlayerState during the Logout event (unless it is somehow forcefully memory cleared, but it's worth trying out I suppose).
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