Announcement

Collapse
No announcement yet.

Marketplace Content - What would you like to see from the community?

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by theevil128 View Post

    Have you searched the Marketplace for LAM(Landscape Auto Material) or PLE (Porcedural Landscape Ecosystem)?? They can do though and with some tweaks i think can place buildings etc too.

    You never get what you need out of the box.
    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.

    Comment


      I 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

      Comment


        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.
        Ok thats right. have alook at this https://forums.unrealengine.com/comm...-unreal-engine.

        Hope for my self it will be realeased next time on Marketplace to combine it with the mentioned systems.
        Meshabyte @ CGTrader

        Comment


          Originally posted by AtomHeartMeddle View Post
          I 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
          There are some systems out there with basic stealth kill mechanics but nothing completed.

          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.
          Meshabyte @ CGTrader

          Comment


            Also somekind of figter template. Like street fighter/mortal kombat style. Where is character selection, basic hits,controls and basic ai

            Comment


              I'd really like to see multiple dance animations, like the mmd ones. Different dance styles and such. I'd certainly pay for that if they were well done.

              Comment


                I'm really desperate for some old - school objects. Especially classic cars form 40's, 50's, 60's. Also outdoor objects that you would see in lawns, and in urban areas.

                Comment


                  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 (blueprint, UE4 C++, backend development, web development)
                  https://lowentry.com/

                  Comment


                    Originally posted by LowEntry View Post
                    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?
                    Detecting client disconnects and executing log out tasks on the dedicated server.

                    WIP Thread

                    Comment


                      Originally posted by Rhynedahll View Post

                      Detecting client disconnects and executing log out tasks on the dedicated server.
                      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?
                      Created blueprints for:
                      Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                      Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                      https://lowentry.com/

                      Comment


                        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?
                        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.

                        WIP Thread

                        Comment


                          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.
                          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.
                          Created blueprints for:
                          Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                          Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                          https://lowentry.com/

                          Comment


                            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.
                            Similarly, iirc, OnLogOut is unsuitable because the PlayerState (where all the data is stored) is already destroyed when it is called.

                            WIP Thread

                            Comment


                              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.
                              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).
                              Created blueprints for:
                              Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                              Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                              https://lowentry.com/

                              Comment


                                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).
                                Thanks. I'll take a look at that.

                                WIP Thread

                                Comment

                                Working...
                                X