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    Having trouble getting the health component to work on my own player controller. I read the documentation but I would really like to see a blueprint of doing this exactly as I'm not sure how to initialize it.

    Actually can you write up how to implement this system on our own characters? Some sort of Installation guide or something. I drag and drop the components to my player controller but nothing happens. Not sure what to do to make it work or activate.
    Last edited by WoodleTime; 01-22-2017, 06:38 AM.

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      Originally posted by jtxp View Post
      Having trouble getting the health component to work on my own player controller. I read the documentation but I would really like to see a blueprint of doing this exactly as I'm not sure how to initialize it.

      Actually can you write up how to implement this system on our own characters? Some sort of Installation guide or something. I drag and drop the components to my player controller but nothing happens. Not sure what to do to make it work or activate.
      Hey there. Have you taken a look at the Initial Setup part of the Health Manager documentation? As stated in there...

      After adding the C_Manager-Health component to your player controller, the component merely needs to be initialized properly. By default, this is all handled automatically in the included SurvivalController blueprint by the Initialize function, which is run on Event BeginPlay.

      If attempting to implement the health manager in your own controller, you will be required to run the components function called Event Initialize on startup, parsing a reference to the player controller.
      So in order to initialize the health manager, you need to do something similar to this in your player controller:

      Click image for larger version

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      This will intialize the manager. However you also need to hook it up to the damage system UE has (or your own if you have it). Again, I recommend looking at the Initial Setup portion of the Health Manager Documentation as it includes example screenshots, as well as tells you where you can refer to in the included SurvivalController example to learn these sorts of things.

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        Yes I viewed the documentation. Just to note, the PlayerController I'm learning with is the one from the multiplayer blueprint project that Epic gives out so if you've worked with that before, then it'll be easier to explain the problem I have.

        I just feel like this isn't really plug n play. I've attached the HUD and it doesn't pop up on my player either. So I dunno man I'm just asking for more documentation on getting our own player controllers working.
        Last edited by WoodleTime; 01-23-2017, 02:43 AM.

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          Version 1.0.0.1 of the MSGT has just been submitted to Epic via email and will be available via gumroad shortly. The changelog for this build is available over here, and includes images so that you can implement bug fixes yourself if you have already begun extending the template. Summary of the update...

          New Features
          • Regenerative health
          • Specific loot drops for example AI
          • Randomized loot in containers/chests


          Fixes
          • Time of Day manager has been altered to allow better support of third party systems.
          • Inventory component has had some tweaks to fix inventory drop on death and lootables
          • Radial Blur effect has been disconnected due to crashes on Mac computers


          Thank you very much to all the new eyes who have picked up the template! The response has been overwhelmingly positive and I am honestly super appreciative of all the praise and kind words I have received since it went live! I'm looking forward to more feedback as things come along!


          Originally posted by jtxp View Post
          Yes I viewed the documentation. Just to note, the PlayerController I'm learning with is the one from the multiplayer blueprint project that Epic gives out so if you've worked with that before, then it'll be easier to explain the problem I have.

          I just feel like this isn't really plug n play. I've attached the HUD and it doesn't pop up on my player either. So I dunno man I'm just asking for more documentation on getting our own player controllers working.
          As stated on the marketplace page, and suggested by it's name, this template is intended to be used as a template - a starting point to build from. The marketplace page says this in the technical details:

          Important/Additional Notes: This is intended to be a starting point for new projects. It is possible to merge this with pre-existing projects, but as it uses logic in the Controller/Character/Gamemode/Gamestate classes, it will take some time.
          It is not intended to be plug and play with other projects. It is entirely possible to hook it up with other player controllers, but it will take time and customisation of the system. In due time I will be documenting the process of setting it up with another controller and such, but as this is beyond the scope of what the product is designed to offer, that does not fall into the same level of priority as other documentation.

          I am more than happy to try and assist you in the meantime, and I would ask if you have tried the steps I outlined in the post above? If you did you would have, no doubt, run into a slight issue as the current input on all SGT_Component children (such as the health manager and HUD manager) is set to the Survival Controller class, meaning you would not be able to plug in another controller. I have just submitted a bug fix build to epic which includes, among other things, this fix. To fix this yourself in the meantime, you simply need to open up the SGT_Component blueprint and click on the Initialize event. Change the input for player controller from SurvivalController to PlayerController. All the events that this calls have already been set up to use the PlayerController, it was just a small oversight on my behalf to not change the parent event. Once you have done this change, please try the steps outlined above. I just tried them out in a third person template and the HUD and Health system work fine in that.

          I'm not familiar with the multiplayer blueprint project you are referencing, so if you do these steps and it does not work I would ask that you provide me with a link to this project and I can see if there is something getting in the way, but again, I would like to reiterate that, as stated on the marketplace page, this is intended to be a starting point to build from as that is what a template is used for. I will cover the process of integrating it into a pre-existing project in due time, but this is going to be done as a courtesy more than anything because this is generally outside of the scope of support of the template. As such, I cannot offer a timeframe for that documentation.

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            Hey guys. Epic were super fast at applying that update in the launcher! So fast that I've decided to submit the next update already haha. The updates will slow down soon, but while people are finding bugs I want to get on top of them ASAP before you guys do too much extension of the template! I'm adding some features as I go as well, though smaller ones at this stage... So anyways... Version 1.0.0.2 has been submitted to Epic and will be available via Gumroad shortly. The changelog for this build is available over here, and includes images so that you can implement bug fixes yourself if you have already begun extending the template. Summary of the update...

            New Features
            • Ability to enforce a consistent time rate on the entire day/night cycle without maths!
            • Ability to limit salvaging to specific workstations on a per-item basis


            Fixes
            • Implemented a number of fixes to ensure that both the time of day and world temperature cycles are initialized correctly, regardless of base settings
            • Fixed an issue where night was not occuring correctly on first run if the first day started during night
            • Added missing notifications for salvaging and crafting (so players now get told the crafting/salvaging result)
            • Added missing tooltip descriptions
            • Set container view widget to use inventory UI grid settings for consistent aesthetics


            Keep those bug reports coming guys! I wanna get this as stable/reliable as possible

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              Yeah I tried that but still doesn't work. The project I'm talking about above is the one that Epic provides, you can find it here on the forum: https://forums.unrealengine.com/show...-Project-Files

              I understand it's a template, I'm just getting too far over my head at this point. I realize that learning blueprints and the engine will take years so I need to stop trying to figure out these advanced things.

              Comment


                Originally posted by jtxp View Post
                Yeah I tried that but still doesn't work. The project I'm talking about above is the one that Epic provides, you can find it here on the forum: https://forums.unrealengine.com/show...-Project-Files

                I understand it's a template, I'm just getting too far over my head at this point. I realize that learning blueprints and the engine will take years so I need to stop trying to figure out these advanced things.
                I'll take a look at it over the next 24 hours for you and see if there's anything that jumps out at me as a reason it doesnt work

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                  [MENTION=5960]apoisonedgift[/MENTION] - Did Epic give an indication of when the updated version would be available on the Marketplace? I might just buy it through Gumroad as well just so I can start working with it.
                  Quinton Delpeche
                  Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

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                    Originally posted by qdelpeche View Post
                    [MENTION=5960]apoisonedgift[/MENTION] - Did Epic give an indication of when the updated version would be available on the Marketplace? I might just buy it through Gumroad as well just so I can start working with it.
                    Version 1.0.0.1 is available on the marketplace now. I have only submitted version 1.0.0.2 to them a few hours ago, and I believe it's night time in their local timezone, so they won't see the email until tomorrow XD Based on the first update, it shouldn't be more than about 24 hours to update. Though to be safe, I would factor in maybe 2-3 days, just in case they are particularly busy.

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                      Originally posted by apoisonedgift View Post
                      Version 1.0.0.1 is available on the marketplace now. I have only submitted version 1.0.0.2 to them a few hours ago, and I believe it's night time in their local timezone, so they won't see the email until tomorrow XD Based on the first update, it shouldn't be more than about 24 hours to update. Though to be safe, I would factor in maybe 2-3 days, just in case they are particularly busy.
                      Cool. I got a question: I know there's a collect resource system in-place, but is there any animations for let's say chopping down trees? Thats one thing i would love to have. I havent bought the kit yet, but i will. It looks really great!

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                        Originally posted by psytw View Post
                        Cool. I got a question: I know there's a collect resource system in-place, but is there any animations for let's say chopping down trees? Thats one thing i would love to have. I havent bought the kit yet, but i will. It looks really great!
                        Hey there. No, there are no animations for this in place. It would be reasonably simple to hook some up - but an artist I am most definitely not (all the decent artwork in template was kindly provided by other members of the community, or my fiancée who is a freelance illustrator). The animation graph for the player realistically needs expansion, but this was done with the knowledge that 99% of people will be putting their own animation system in anyway.

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                          Love the product. Thank you! However I'm having a difficult time crafting anything. I don't see any "Available Recipes" in the crafting section. Could you shed some light on what I'm missing?

                          Comment


                            Originally posted by mc15601 View Post
                            Love the product. Thank you! However I'm having a difficult time crafting anything. I don't see any "Available Recipes" in the crafting section. Could you shed some light on what I'm missing?
                            Hey there. Thanks for the kind words.

                            Crafting recipes need to be unlocked. In the example level, at the very top of the mountain there is a chest with a book in it. Put the book in your hotbar and 'use' it, and you will unlock 5 recipes This isn't very well explained and I'll be attempting to make this a bit clearer soon!

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                              Originally posted by apoisonedgift View Post
                              Hey there. Thanks for the kind words.

                              Crafting recipes need to be unlocked. In the example level, at the very top of the mountain there is a chest with a book in it. Put the book in your hotbar and 'use' it, and you will unlock 5 recipes This isn't very well explained and I'll be attempting to make this a bit clearer soon!
                              Well that was easy! I didn't realize you had to "use" it. Thanks again!

                              Comment


                                Originally posted by apoisonedgift View Post
                                Crafting recipes need to be unlocked. In the example level, at the very top of the mountain there is a chest with a book in it. Put the book in your hotbar and 'use' it, and you will unlock 5 recipes This isn't very well explained and I'll be attempting to make this a bit clearer soon!
                                Well now ... I learnt something new today. 8-}

                                Found the chest with the recipe book but had no idea how to actually unlock the recipe ... LOL.
                                Quinton Delpeche
                                Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

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