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Multiplayer Blueprint Chat System

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  • replied
    Hi just purchased this and is there a scheduled time to update it to 4.19? Thanks!

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  • replied
    Is there any option to make this work with dedicated chat servers such as java's?

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  • replied
    Originally posted by StRiK3B4cK View Post
    Hey is it posible to hide the chat completely?
    Yes! All you need to do is get a reference to the chat widget in your HUD, and then set visibility to 'hidden'.

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  • replied
    Hey is it posible to hide the chat completely?

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  • replied
    I'd just like to let everyone know that this package is now on sale (25% off) for a limited time, now is the perfect time to buy! If you have any questions, please let me know via Skype, or this thread.

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  • replied
    Originally posted by durabo View Post
    All inputs are binded as Action/Axis Mappings (project settings>input>bindings)

    CrouchToggle(C key), Jump(space key), Reload weapon(R key) and also Axis mappings are all handled within our character C++ class. For CrouchToggle we call Crouch() / Uncrouch() engine functions not using nodes in BPs

    AFAIK nothing special with Crouch on our side, at least not more special than jump, reload or etc.

    Thanks.
    Hmm, try creating another text input widget somewhere, and see if you can still crouch while focused in that one. I know that this is not a problem with the chat itself, as nobody else has reported a problem, and I can't replicate it on my end

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  • replied
    Originally posted by Jamendxman3 View Post
    That is interesting, thanks for providing an example. Is anything special about the C input? Are all of the inputs actual inputs? Or just key nodes placed in the graph? Are they all located in the same place? I have never seen this before, and am looking into it now.
    All inputs are binded as Action/Axis Mappings (project settings>input>bindings)

    CrouchToggle(C key), Jump(space key), Reload weapon(R key) and also Axis mappings are all handled within our character C++ class. For CrouchToggle we call Crouch() / Uncrouch() engine functions not using nodes in BPs

    AFAIK nothing special with Crouch on our side, at least not more special than jump, reload or etc.

    Thanks.

    Leave a comment:


  • replied
    Originally posted by durabo View Post
    Cool thanks on the character thing we guess that but just to be sure.

    About the C key it is accepted as any other key in the input text but unless other keys hooked to actions is the only one that keeps firing the action while the focus is in the text box.. will try to make an example for more clearance.

    We have this keys tied to actions:

    W=Forward, S=Backwards, A=MoveLeft, D=MoveRight, M=Map, C=Crouch, Etc Etc now for the example lets imagine we want to input in the chat the word "DACS" we hit enter input get focus start to type

    D>input box=D (not moving right, expected)
    A>input box=DA (not moving left, expected)
    C>input box=DAC (crouch occurs, NOT expected)
    S>input box=DACS (not moving backwards, expected)

    Hope that is clear enough, we have almost all keyboard mapped to actions and the only key it is having this behavior is C key.

    About the rate already asked the guy in the team that bought it to do it.

    Regards!
    That is interesting, thanks for providing an example. Is anything special about the C input? Are all of the inputs actual inputs? Or just key nodes placed in the graph? Are they all located in the same place? I have never seen this before, and am looking into it now.
    Last edited by Jamendxman3; 01-20-2016, 07:21 PM.

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  • replied
    Originally posted by Jamendxman3 View Post
    I'm not sure I completely understand, so after you press enter, you cannot type C, because it makes you crouch/uncrouch? I asked around, and people said that perhaps you have your C input set to Consume Input (Click on your C input, and look in the details panel). If so, you must uncheck that box. (The chat never knows that C is pressed, same with any other text input you might have).


    The reason that Chat_System inherits from Character is simply because the Character class is allowed to use certain things for replication, that other classes are not (Run on Owning Client), and no other reason. I'd say that any performance difference from having the chat in a seperate class from your Character itself is trivial, and has little to no performance impact, but if you wanted to, you certainly could port everything to your Character class. To do this, you would just copy everything over, and replace references of Chat_System with your character.

    Thanks for asking your questions, as they can help others in the future. I encourage you to rate the package on the marketplace whatever you think it deserves. If you have any other questions, just post here and I'd be more than happy to answer
    Cool thanks on the character thing we guess that but just to be sure.

    About the C key it is accepted as any other key in the input text but unless other keys hooked to actions is the only one that keeps firing the action while the focus is in the text box.. will try to make an example for more clearance.

    We have this keys tied to actions:

    W=Forward, S=Backwards, A=MoveLeft, D=MoveRight, M=Map, C=Crouch, Etc Etc now for the example lets imagine we want to input in the chat the word "DACS" we hit enter input get focus start to type

    D>input box=D (not moving right, expected)
    A>input box=DA (not moving left, expected)
    C>input box=DAC (crouch occurs, NOT expected)
    S>input box=DACS (not moving backwards, expected)

    Hope that is clear enough, we have almost all keyboard mapped to actions and the only key it is having this behavior is C key.

    About the rate already asked the guy in the team that bought it to do it.

    Regards!
    Last edited by durabo; 01-20-2016, 06:55 PM.

    Leave a comment:


  • replied
    Originally posted by durabo View Post
    Hi, implemented this system yesterday, so far so good, something we notice is happening is we have C key mapped for Crouch, as other keys mapped for other things like W,A,S,D,M, etc etc. Thing is when we hit enter and start type all inputs are overriden wich is spectable unless for C key wich is entering/leaving crouch mode. Not sure here if it is an issue on our end or chat system not overriding C key when entered in Chat Input text box.

    Thanks in advance.
    I'm not sure I completely understand, so after you press enter, you cannot type C, because it makes you crouch/uncrouch? I asked around, and people said that perhaps you have your C input set to Consume Input (Click on your C input, and look in the details panel). If so, you must uncheck that box. (The chat never knows that C is pressed, same with any other text input you might have).

    Originally posted by durabo View Post
    Another one for you, we notice the Chat_System BP is inheriting from character class and it is spawning it from our chararcter BP. Is it really necessary or we can just port all nodes, variables and functions to our character BP? Wonder wich is better performance wise.
    The reason that Chat_System inherits from Character is simply because the Character class is allowed to use certain things for replication, that other classes are not (Run on Owning Client), and no other reason. I'd say that any performance difference from having the chat in a seperate class from your Character itself is trivial, and has little to no performance impact, but if you wanted to, you certainly could port everything to your Character class. To do this, you would just copy everything over, and replace references of Chat_System with your character.

    Thanks for asking your questions, as they can help others in the future. I encourage you to rate the package on the marketplace whatever you think it deserves. If you have any other questions, just post here and I'd be more than happy to answer

    Leave a comment:


  • replied
    Another one for you, we notice the Chat_System BP is inheriting from character class and it is spawning it from our chararcter BP. Is it really necessary or we can just port all nodes, variables and functions to our character BP? Wonder wich is better performance wise.

    Leave a comment:


  • replied
    Hi, implemented this system yesterday, so far so good, something we notice is happening is we have C key mapped for Crouch, as other keys mapped for other things like W,A,S,D,M, etc etc. Thing is when we hit enter and start type all inputs are overriden wich is spectable unless for C key wich is entering/leaving crouch mode. Not sure here if it is an issue on our end or chat system not overriding C key when entered in Chat Input text box.

    Thanks in advance.

    Leave a comment:


  • replied
    Originally posted by Rhynedahll View Post
    What's the max number of players that this has been tested with?
    In your estimation, how difficult would it be to adapt this to a separate dedicated chat server?
    Is there C++ source code?
    I have tested this with 5 players, though any amount will work.
    I am not entirely sure, I haven't done any standalone items.
    No, as this is a blueprint package, though I imagine it would be fairly straight-foward to remake it in C++.
    Last edited by Jamendxman3; 01-17-2016, 01:03 PM.

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  • replied
    What's the max number of players that this has been tested with?
    In your estimation, how difficult would it be to adapt this to a separate dedicated chat server?
    Is there C++ source code?

    Leave a comment:


  • replied
    Just bumping this, in-case anyone had any questions

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