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    Wisdom-HELLy : Hey, have you had any luck getting Steam multiplayer to work on your end? As mentioned it works fine on my end. Here are the steps that work for me:

    1) Settings -> Plugins -> Online Platform -> Online Subsystem Steam -> Enable

    2) Project Settings -> Maps & Modes -> GameDefaultMap -> MainMenu

    3) Maps -> Advanced -> Jungle Raid -> Set DefaultOwningPlayer of some player controlled units to 1 and keep others at 0

    4) [Your Project folder] -> Config -> DefaultEngine -> Paste in the following:

    Code:
    [/Script/Engine.GameEngine]
    +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
    
    [OnlineSubsystem]
    DefaultPlatformService=Steam
    
    [OnlineSubsystemSteam]
    bEnabled=true
    SteamDevAppId=480
    
    [/Script/OnlineSubsystemSteam.SteamNetDriver]
    NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
    5) Package the project (set blueprint nativization options to disabled if enabled, as there are still some issues here)

    6) Run the packaged project on two different computers logged into different Steam accounts. Make sure they are both set to the same download region in Steam settings (necessery for Steam projects that are not actually on Steam).

    You should be able to host a game from one computer and join from the other now.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

    Comment


      Do you need to package the project for the multiplayer part to work? Is it enough to play in Standalone on two computers logged in to two different Steam accounts? Just wondering for future testability.

      Comment


        Mivke1 : would assume it works, but I'm not 100% sure. You should be able to test that out easily, though.
        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

        Comment


          Originally posted by Monokkel View Post
          Wisdom-HELLy : Hey, have you had any luck getting Steam multiplayer to work on your end? As mentioned it works fine on my end. Here are the steps that work for me:

          1) Settings -> Plugins -> Online Platform -> Online Subsystem Steam -> Enable

          2) Project Settings -> Maps & Modes -> GameDefaultMap -> MainMenu

          3) Maps -> Advanced -> Jungle Raid -> Set DefaultOwningPlayer of some player controlled units to 1 and keep others at 0

          4) [Your Project folder] -> Config -> DefaultEngine -> Paste in the following:

          Code:
          [/Script/Engine.GameEngine]
          +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
          
          [OnlineSubsystem]
          DefaultPlatformService=Steam
          
          [OnlineSubsystemSteam]
          bEnabled=true
          SteamDevAppId=480
          
          [/Script/OnlineSubsystemSteam.SteamNetDriver]
          NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
          5) Package the project (set blueprint nativization options to disabled if enabled, as there are still some issues here)

          6) Run the packaged project on two different computers logged into different Steam accounts. Make sure they are both set to the same download region in Steam settings (necessery for Steam projects that are not actually on Steam).

          You should be able to host a game from one computer and join from the other now.
          Monokkel Yes, I am now able to create a match on Steam using your toolkit.
          As I said in a previous post, it doesn't work always, sometimes the joining player cannot Join the Session.
          Anyway, I am pretty sure it is a network issue, and if I will successfully deploy the game on a dedicated server on Linux VPS, as we planned, I think that we won't find this issue anymore.

          Thanks for the support

          For all the other users: I am also able to open two games in the same PC and test them by adding -nosteam to the packaged game shortcut.
          Just package the game (or open two UE4 editors and play each in standlone mode with the option -nosteam in the Standalone Game options) and open it two times and you can test the multiplayer mechanics alone.
          Last edited by Wisdom-HELLy; 06-01-2018, 08:22 AM.
          Fantasy Turn-Based Tactical Game
          STEAM: https://store.steampowered.com/app/9...Arcane_Legacy/
          IG: https://www.instagram.com/arcanelegacyofficial/
          FB: https://www.facebook.com/ArcaneLegacy/
          WEB: http://www.arcanelegacy.com

          Comment


            Originally posted by Wisdom-HELLy View Post

            Monokkel Yes, I am now able to create a match on Steam using your toolkit.
            As I said in a previous post, it doesn't work always, sometimes the joining player cannot Join the Session.
            Anyway, I am pretty sure it is a network issue, and if I will successfully deploy the game on a dedicated server on Linux VPS, as we planned, I think that we won't find this issue anymore.

            Thanks for the support

            For all the other users: I am also able to open two games in the same PC and test them by adding -nosteam to the packaged game shortcut.
            Just package the game (or open two UE4 editors and play each in standlone mode with the option -nosteam in the Standalone Game options) and open it two times and you can test the multiplayer mechanics alone.
            Ok, good to know. Hope your issues are specific to you. I have not experienced it myself yet, but if any others here do, please let me know.
            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

            Comment


              Hello! When I create a new project with the Toolkit, and build in 64x, when I try to run the game a box, that I send as an attachment, appears in the screen and the game closes, when trying to build the 32x client, but it show Packing Fail, this is what is shown in the log:


              UATHelper: Packaging (Windows (32-bit)): Reflection code generated for BeastSouls_Project in 12.0042738 seconds
              UATHelper: Packaging (Windows (32-bit)): Performing 38 actions (4 in parallel)
              UATHelper: Packaging (Windows (32-bit)): [4/38] Resource PCLaunch.rc
              UATHelper: Packaging (Windows (32-bit)): [2/38] Resource PCLaunch.rc
              UATHelper: Packaging (Windows (32-bit)): PCH.UELinkerFixups.cpp
              UATHelper: Packaging (Windows (32-bit)): PCH.NativizedAssets.cpp
              UATHelper: Packaging (Windows (32-bit)): UELinkerFixups.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.16_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.15_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.1_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.8_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): w:\beastsofsouls\beastsouls_project\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): w:\beastsofsouls\beastsouls_project\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.12_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.17_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.6_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.2_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): w:\beastsofsouls\beastsouls_project\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_GridManager_2D__pf3569027374.cpp(1512): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.9_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.7_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.5_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.10_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be alignedW:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\Nativize
              dAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)):
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.14_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.13_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.3_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.4_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.11_of_17.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.13_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.14_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.7_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.6_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.9_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): w:\beastsofsouls\beastsouls_project\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public/BP_GridManager_2D__pf3569027374.h(85): error C2719: 'bpp__EdgeTransform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.12_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.5_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.8_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.1_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public/BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_GridManager__pf1140824166.h(381): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.3_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.10_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.2_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.4_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): Module.NativizedAssets.gen.11_of_14.cpp
              UATHelper: Packaging (Windows (32-bit)): W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_GridManager__pf1140824166.cpp(4538): error C2719: 'bpp__Transform__pf': formal parameter with requested alignment of 16 won't be aligned
              UATHelper: Packaging (Windows (32-bit)): ERROR: UBT ERROR: Failed to produce item: W:\BeastsOfSouls\BeastSouls_Project\Intermediate\Plugins\NativizedAssets\Windows\Game\Binaries\Win32\UE4-NativizedAssets.lib
              UATHelper: Packaging (Windows (32-bit)): Total build time: 171.32 seconds (Local executor: 0.00 seconds)
              UATHelper: Packaging (Windows (32-bit)): Took 171.5120073s to run UnrealBuildTool.exe, ExitCode=5
              UATHelper: Packaging (Windows (32-bit)): ERROR: Command failed (Result:5): W:\UnrealVersions\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe BeastSouls_Project Win32 Development -Project=W:\BeastsOfSouls\BeastSouls_Project\BeastSouls_Project.uproject W:\BeastsOfSouls\BeastSouls_Project\BeastSouls_Project.uproject -NoUBTMakefiles -remoteini="W:\BeastsOfS
              ouls\BeastSouls_Project" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.06.03-17.18.05.txt'
              UATHelper: Packaging (Windows (32-bit)): (see C:\Users\vitor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\W+UnrealVersions+UE_4.19\UAT_Log.txt for full exception trace)
              UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=5 (5)
              UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
              PackagingResults: Error: Unknown Error


              I have tried to build other projects and it packed without problem. Im using version 4.19.2. and Windows 10. I dont know what this nativization thing is exactly but It seems to be whats is causing the problem.. Its weird that in the image it saying file:\Build\... but my game is installed in the W:\\ directory.. maybe Its something related to that? anyone else experiencing similar problem? Any ideias of what could I do to fix it?
              Attached Files
              Last edited by notrealvitor; 06-03-2018, 04:42 PM.

              Comment


                c0hlera : Hey, c0hlera. I have not been able to replicate this issue. Do you get the same error with a fresh, unmodified project? The toolkit should be able to build when nativized, but you should still not use inclusive nativization with the toolkit, as there are currently some issues with UE4 nativization concerning arrays of structures. Go to project settings -> packaging and set nativization to disabled. This should fix your problems. I am in conversation with Epic about these engine issues, so they will hopefully be fixed in a future patch.
                The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                Comment


                  Originally posted by Monokkel View Post
                  c0hlera : Hey, c0hlera. I have not been able to replicate this issue. Do you get the same error with a fresh, unmodified project? The toolkit should be able to build when nativized, but you should still not use inclusive nativization with the toolkit, as there are currently some issues with UE4 nativization concerning arrays of structures. Go to project settings -> packaging and set nativization to disabled. This should fix your problems. I am in conversation with Epic about these engine issues, so they will hopefully be fixed in a future patch.
                  thanks, that worked! Yes, I was testing with the fresh and unmobidified project. I even reinstalled the Launcher in the same directory where the game project is, reinstalled the Engine and redownload the Toolkit package but nothing worked, my guess is that it might be something in the registry, because the D:\\ directory it mentions it is where the I had the engine installed. Or maybe... after reseached a bit on what is nativization and there something to do with C++ right. Yesterday I was trying to get Multiplayer Steam to work, following some old tutorials and they said to edit the Build.cs and Target.cs file, so I had to create a empty C++ class, so those files would be created, then I modified it before erasing them. Can't be sure because that's the first time I actually try to build a game t with the Toolkit since I moved the directories.
                  Anyway.. everything is working fine now, even managed to get Steam Online to work after following your previous comment, and I gotta say that is really awesome! By the way, do you know if it is possible to get the network to work with mobile? We hope to launch our game for Android devices, so if I can get this to work on google play, I could add some multiplayer to the game. Thanks for everything, I have been learning very cool stuff playing with the Toolkit

                  Comment


                    To all: The UE4 engine issue with struct arrays that causes issues with the nativization of ATBTT is now on the bug tracker. If you want to hasten Epic resolving this issue, consider voting for it here.

                    Originally posted by c0hlera View Post

                    thanks, that worked! Yes, I was testing with the fresh and unmobidified project. I even reinstalled the Launcher in the same directory where the game project is, reinstalled the Engine and redownload the Toolkit package but nothing worked, my guess is that it might be something in the registry, because the D:\\ directory it mentions it is where the I had the engine installed. Or maybe... after reseached a bit on what is nativization and there something to do with C++ right. Yesterday I was trying to get Multiplayer Steam to work, following some old tutorials and they said to edit the Build.cs and Target.cs file, so I had to create a empty C++ class, so those files would be created, then I modified it before erasing them. Can't be sure because that's the first time I actually try to build a game t with the Toolkit since I moved the directories.
                    Anyway.. everything is working fine now, even managed to get Steam Online to work after following your previous comment, and I gotta say that is really awesome! By the way, do you know if it is possible to get the network to work with mobile? We hope to launch our game for Android devices, so if I can get this to work on google play, I could add some multiplayer to the game. Thanks for everything, I have been learning very cool stuff playing with the Toolkit
                    Ok, great. Just to check, you have VS2017 installed, right?

                    I have not tested out networked multiplayer for mobile yet, so I'm not sure of the exact steps you would have to do for each specific online platform. However, the toolkit is fully replicated, so as long as you are able to get any UE4 game working over it, ATBTT should work as well.
                    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                    Comment


                      Yeah, Im using VS2017, after you said that I checked VS to see if installed everything right, I had installed only the VSC++ 2017 that unreal told me to install after a failed build attemp. But this time I saw a pack there for Gaming with Unreal and installed it, just for curiosity I tryed to build(64x) the project with nativization enabled and got a totally different error, when its disabled it still working fine, I will paste the logs of the fail here If you are interested, and thanks for the tips, I will try to get the mobile network to work on the weekend.


                      ): ********** BUILD COMMAND STARTED **********
                      UATHelper: Packaging (Windows (64-bit)): Running: W:\UnrealEngine\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe AdvancedTurnBasedTileTool Win64 Development -Project=W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject -NoUBTMakefiles -remoteini="W:\B
                      eastsOfSouls\AdvancedTurnBasedTileTool" -skipdeploy -noxge -generatemanifest -NoHotReload
                      UATHelper: Packaging (Windows (64-bit)): Took 8.8818684s to run UnrealBuildTool.exe, ExitCode=0
                      UATHelper: Packaging (Windows (64-bit)): Running: W:\UnrealEngine\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe AdvancedTurnBasedTileTool Win64 Development -Project=W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject -NoUBTMakefiles -remoteini="W:\B
                      eastsOfSouls\AdvancedTurnBasedTileTool" -skipdeploy -noxge -NoHotReload -ignorejunk
                      UATHelper: Packaging (Windows (64-bit)): Parsing headers for AdvancedTurnBasedTileTool
                      UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool "W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject" "W:\BeastsOfSouls\AdvancedTurnBasedTileTool\Intermediate\Build\Win64\AdvancedTurnBasedTileTool\Development\AdvancedTurnBasedTileTool.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -
                      Unattended -WarningsAsErrors -installed
                      UATHelper: Packaging (Windows (64-bit)): Reflection code generated for AdvancedTurnBasedTileTool in 12.0535833 seconds
                      UATHelper: Packaging (Windows (64-bit)): Performing 35 actions (4 in parallel)
                      UATHelper: Packaging (Windows (64-bit)): UELinkerFixups.cpp
                      UATHelper: Packaging (Windows (64-bit)): PCH.NativizedAssets.cpp
                      UATHelper: Packaging (Windows (64-bit)): W:\BeastsOfSouls\AdvancedTurnBasedTileTool\Intermediate\Build\Win64\UE4\Development\UELinkerFixups.cpp: fatal error C1853: 'W:\BeastsOfSouls\AdvancedTurnBasedTileTool\Intermediate\Build\Win64\AdvancedTurnBasedTileTool\Development\UELinkerFixups\PCH.UELinkerFixups.h.pch' precompiled header file is from a previous ver
                      sion of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.8_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.15_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.1_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.16_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.12_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.17_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.2_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.6_of_17.cpp
                      LogEditorViewport: Clicking on Actor (LMB): BP_GridManager_C (BP_GridManager)
                      LogEditorViewport: Clicking on Actor (LMB): BP_Unit_Anim_Auto_C (BP_Unit_Anim_Auto4)
                      LogSlate: FSceneViewport::OnFocusLost() reason 0
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.9_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.7_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.5_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.10_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.14_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.13_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.3_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.4_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.11_of_17.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.13_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.14_of_14.cpp
                      LogSlate: Took 0.011750 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.7_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.6_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.9_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.12_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.5_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.8_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.1_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.3_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.10_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.2_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.4_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): Module.NativizedAssets.gen.11_of_14.cpp
                      UATHelper: Packaging (Windows (64-bit)): [34/35] Link UE4-NativizedAssets.lib
                      UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: W:\BeastsOfSouls\AdvancedTurnBasedTileTool\Binaries\Win64\AdvancedTurnBasedTileTool.pdb
                      UATHelper: Packaging (Windows (64-bit)): Total build time: 344.45 seconds (Local executor: 0.00 seconds)
                      UATHelper: Packaging (Windows (64-bit)): Took 344.6759446s to run UnrealBuildTool.exe, ExitCode=5
                      UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): W:\UnrealEngine\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe AdvancedTurnBasedTileTool Win64 Development -Project=W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject W:\BeastsOfSouls\AdvancedTurnBasedTileTool\AdvancedTurnBasedTileTool.uproject -NoUBTMa
                      kefiles -remoteini="W:\BeastsOfSouls\AdvancedTurnBasedTileTool" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.06.05-15.01.50.txt'
                      UATHelper: Packaging (Windows (64-bit)): (see C:\Users\vitor\AppData\Roaming\Unreal Engine\AutomationTool\Logs\W+UnrealEngine+UE_4.19\UAT_Log.txt for full exception trace)
                      UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
                      UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
                      PackagingResults: Error: Unknown Error
                      LogSlate: Took 0.035538 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)


                      Comment


                        This looks good! Im planning to make a sort of shapeshifting maze game, something similar to Labyrinth -board game (https://youtu.be/yoQEWqDzfEg). Is it possible to use this tile grid system in a game, where the level changes form ie. tiles move and switch places?

                        Comment


                          Note to people browsing this thread who have not bought the toolkit yet: The toolkit is currently 30% off at the marketplace as part of Epic's summer sale!

                          Originally posted by c0hlera View Post
                          Yeah, Im using VS2017, after you said that I checked VS to see if installed everything right, I had installed only the VSC++ 2017 that unreal told me to install after a failed build attemp. But this time I saw a pack there for Gaming with Unreal and installed it, just for curiosity I tryed to build(64x) the project with nativization enabled and got a totally different error, when its disabled it still working fine, I will paste the logs of the fail here If you are interested, and thanks for the tips, I will try to get the mobile network to work on the weekend.
                          Ok, cannot immediately understand what might be going wrong from the log. It should not be caused by the toolkit in itself, though, since it compiles fine for me and other people. Let me know if you figure out what the issue is so I can be certain it is not ATBTT specific.

                          Originally posted by AnttiY View Post
                          This looks good! Im planning to make a sort of shapeshifting maze game, something similar to Labyrinth -board game (https://youtu.be/yoQEWqDzfEg). Is it possible to use this tile grid system in a game, where the level changes form ie. tiles move and switch places?
                          Thanks! My answer to your question is a yes, though it will take a bit of work. The grid in the toolkit is represented by a few different arrays (and maps). The main ones you would be interested in is the one that holds the location of each tile (GridLocations), one for the tile position of each unit (GridUnits) and the one that holds which tiles can be exited to from all tiles and the movement cost for doing so (GridEdges). Moving tiles around is mostly a matter of manipulating these three arrays.

                          For something like what happens in the commercial you linked I can see a few different ways to do this. You could have all movement edges stored within "physical" tile actors that you move around, and after moving them you loop over all of them to generate a fresh GridEdges array each time. This is probably the simplest and most intuitive way to do this, though not that performant if you have large maps. Another way would be to shift the content of array indexes in the GridEdges map to adjacent indexes. I could see this working with a slighly modified pathfinding algorithm that takes into account the edges of the tile you're entering and not just the one you're exiting. Relatively simple to do and I would walk you through it if you wanted to try that.

                          I would need to know more details about your game mechanics to be certain of the best way to do things, but I'm confident you could achieve something like in Labyrinth without too much of a hassle.
                          The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                          Comment


                            This is probably a lot simpler than I'm thinking it is so I'll just ask here. How would I go about using the toolkit to create an "overworld" in the style of Mario? I just want to have a map be the overworld and allow the player to select tiles for loading into the next level. (possibly moving a character to the tile to trigger a UI asking if they want to start the mission) I would like to do it in a way that keeps future levels locked until previous ones are completed, kinda like how mobile games do it but without the "star rating" system. Any ideas on how to get this going?

                            Comment


                              Originally posted by OperatorCrux View Post
                              This is probably a lot simpler than I'm thinking it is so I'll just ask here. How would I go about using the toolkit to create an "overworld" in the style of Mario? I just want to have a map be the overworld and allow the player to select tiles for loading into the next level. (possibly moving a character to the tile to trigger a UI asking if they want to start the mission) I would like to do it in a way that keeps future levels locked until previous ones are completed, kinda like how mobile games do it but without the "star rating" system. Any ideas on how to get this going?
                              I assume the issue is not with loading maps, right? That can be used with UE4's regular nodes for loading maps. Do you want an overworld map that also uses the grid manager to create a grid-based overworld where you can click tiles to load maps?

                              There are several ways to do this, and what is best depends a lot on your game. You could use a new feature I added in the last patch which is the GridObjects map. GridObjects is a map type variable in BP_GridManager which is used for storing any object on the grid which is not a unit and which you do not want to create an entire new map for. This is a map of nested object arrays, meaning you can store any number of objects on each tile of the grid. One such object could hold a reference to the map you want to load.

                              To add an object to the grid use the AddObjectToGrid function. If the object you add implements the BPI_Interact interface you can use the InteractWithObjects function (also in BP_GridManager) to interact with it.

                              So first create blueprints based on the BP_GridActor class. Add a variable specifying a certain map. Implement the BPI_Interact interface and create an interact event using the interface. When it is called, have it display your load map UI (this could be from a widget component held in the actor itself).

                              Place your map reference actors around on the map. On EventBeginPlay for your map reference actors get a reference to BP_GridManager and call AddObjectToGrid, adding itself to the grid index held in the GridIndex variable (which your new actor should have, since it is based off GridActor).

                              Now if you call the InteractWithObjects function specifying the grid index of a tile containing your map actor (remember that you can convert a location to a grid index with the ConvertIndexToLocation function if needed) you will display your UI widget.

                              To call the InteractWithObjects event when a unit ends its movement on a tile we would want to use the event dispatcher which is called when units ends movement. There are two of these, one for simulation and one for animation. We want to use the one for animation, as we want the UI to be displayed when the unit appears to end its movement to the player, not when it is simulated as such on the grid (which happens immediately after the player clicks to move). So bind an event in the grid manager to the OnUnitEndMovementAnimate event dispatcher. Have it call the InteractWithObjects function using the grid index output of the dispatcher as its input and you should be golden.

                              There are quicker and dirtier ways to do this stuff, like just using collision boxes and such, but I thought I should explain this here as it is a generic solution that works with all sorts of stuff (I use it for equipping weapons and armor in the 2D example map, for instance). Hope my explanation is not too confusing. This is one of the things I really want to make a tutorial on once I find the time.
                              The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

                              Comment


                                Hi! Where is, blueprint with an attack, didn't find it in BP_Unit_Anim. In tutorial 6 on mint 5.39 I didn't find parent: attack victim, and on a tutorial 7 (7.03) didn't found attack victim blueprint.
                                Last edited by Seruvv; 06-12-2018, 04:21 AM.

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