#multiplayer
1 messages Β· Page 346 of 1
if you have to use your own backend and not the one provided by Sony or MS
it will be a hell to get ir all through cert
dangit
I remember doing it for XBox 360 on live
and we had to audit it
for security issues
because you handle user info
I would not advice to use any external backend for consoles if you do not know how
xD
Hmm ok... I guess I'll do my steam version for now then work on it later for console lol
So massively out of my depth with this shit now haha.
Maybe by UE4.30 Epic will have on there that's multiplatform..... nah
it'0s not becasue of epic
it's the provider which does things differently
Steam has their own feature/limitations
as Sony, Nintendo and MS have
so Epic can only provide a minimum common denominator
Ah right, I get you
if you need more, it's your responsability
Is this the kind of stuff you do for freelance Moss?
Have either of you looked into Gamesparks, or more specifically, translating CMC code to GS realtime?
Does matchmaking for you too haha
@thin stratus uses gamesparks
@chrome bay but I can forward you an ex collegue that actually did the steam interation and has experience with PS4
Yeah that'd be cool. I'm trying to fund this project atm. If it's succesful I can reach out.
He is a generalist programmer
Gamesparks actually looks amazing, but building a game specifically for it is kinda off-putting
They don't let you upload an exe for server, instead you set variables that are replicated
So I'm not sure if it'd even be able to work off CMC's prediction, maybe you'd just send it the velocity and acceleration etc
Yer
It does matchmaking etc for you, as well as all the social features and so forth
It's nice that you don't pay them anything unless you're really successful too
Hard to find information from people who have used it though, thus far anyway
GameSparks is a PlayerManagement Service
It gives you the ability to login via their Accounts or via PS4, XBox, Steam etc
And link the players
You can use it to save PlayerData, such as Money, hats etc
You can also score skill and use the skill to perform a matchmaking request
Once players are matchmaked, it calls a function with which you can actually connect the players
I use that to get a server from GameLift
It offers real time stuff, so you would actually not need the UE4 backend for networking
But since that's already there, you can ignore that part of GameSparks
We use it mainly for Matchmaking, Stats and Microtransactions
Interesting. Like the guys said I'd probably struggle going through cert with it anyway
Yeah I love gamesparks now I've gotten used to it and the support staff are really great
@hybrid ermine is just in the process of releasing a game template made using gamesparks realtime so if you wanna see it in action rather than just the documentation I would check it out . Pretty reasonable price too
https://www.unrealengine.com/marketplace/fps-battle-royale-template
@grand kestrel
Ah. Gamelift seemed super pricey when I checked. The appeal for gamesparks would be a lot higher if I could use their servers
But I guess could do gamesparks + Google cloud
Though I wonder if gamesparks is worth it just to have that stuff done for you; I'd guess so
Have actually gone through gamesparks documentation, my concerns or questions were all around their realtime
@grand kestrel not sure what you mean . Gamesparks realtime is using gamesparks servers . When a match is created it spins up a server on the fly much like gamelift etc . Not sure on the scalability though as in how many instances you can have at one time and how many players you can support . You would have to take it up with them . If you send a message to support they normally reply within 24 hours most of the time sooner . And the game I linked is using gamesparks realtime and servers instead of unreal replication system that's why I mentioned it .
That's unrelated, I mean it uses it's own replication, I want to use UE4's
Oh yeah that's kinda what I do at the moment . I use gamesparks for backend and matchmaking and my own dedicated server and management system to spin them up and shut them down . You have to override the functions in gamesparks api with c++ though so when a match is found it returns your server ip rather than gamesparks
If Gamesparks goes under, does that mean no more multiplayer?
And loads of free BR tutorials on YT.
What's BR?
battle royale
I'm confused what does gamesparks going under have to do with multiplayer ? They are just one option . And BR games are multiplayer so why would BR tutorials increase because gamesparks go under ? . The rumours floating about is that gamesparks is being purchased by Amazon so not sure what the future holds yet
"No longer will you have to worry about setting up multiplayer with those pesky dedicated servers nor having to pay a hosting company for overpriced servers. All multiplayer networking is provided by GameSparks..."
So if GameSparks goes under, no multiplayer essentially.... no?
Oh you mean for the template . Makes sense now lol
If doing multiplayer and expect it to stay a while, get your own rack, shove it in a data center, pay colo fees, done :p
ASIDE from the multiplayer coding in the game D:
It's a bit of a no win situation for indie devs . Most people don't have the skills to make a backend system secure enough to support a game launch . And even if they can it's months/years of work . So the only real option is to use thirdparty solution but as you pointed out it's risky because of the provider goes under you are screwed
yeah
Gamesparks seems to be doing pretty well for itself, beating the competition
So wouldn't worry too much
Also if the Amazon thing is true then that would likely make it much less likely that theyβd go under
Hopefully Amazon don't do away with the current indie pricing scheme though
lol went to their site and saw this
"Games from members of the Indie & Student Programme will sit on a multi-tenant instance of the GameSparks platform. We may make ask you to implement changes if your game is or could create a performance impact on other users. If you do not make these changes, we may block the individual problem script and/or move your game to a βquarantineβ cluster that limits impact on our other customers."
and GameSparks splash screen
So it's essentially on a cloud server or shared server, they have a say in what to change in the game to improve performance on their side, splash screen, and $20 a month if 100,000 monthly active (mathing is not my strong suit)
Gamesparks is tempting but we'll just do how FortniteParagon does it and hope for the best
I mean paragon
I always mix those up

How does paragon do it?
@twin juniper It's charged at 2 cents per user for every user over 100,000, so you'd need 200,000 to be charged $20
Well, that number is wrong
2 cents * 100,000 = 200,000 cents = $2000
but... .02 * 100,000 = 2000 = $20
$20 per 100,000 users a month isn't so bad
maybe 99,995 to be on the safe side
They also have spike protection and so forth
yeah but it's them having a say in what to change and a splash screen that deters me from it
Would be nice to hear some user stories
I don't mind the splash screen
And I saw the disclaimer about them having a say in the matter, but that only seems to be the case if you're doing something wasteful
Might be worth emailing them about it if you're concerned
Seeing a lot of cheaters popping up in Fortnite since it went free to play, looking something like this: https://www.youtube.com/watch?v=9fKl9PpjV04
UPDATE: 10.04.2017 ! UNDETECTED NOW ! WIN x64/32 BIT WORKING! DOWNLOAD: π₯ http://bit.ly/2xSgzXG π₯ LINK UPDATE SECOND LINK: http://bit.ly/2wxxc7h *PAS...
Seems they are taking advantage of the client side shooting mechanics in order to completely remove the spread / bloom which is the thing that makes most gunfights take time.
I wonder if there are any simple ways to prevent this particular part of the cheat short of completely simulating shots on server (like checking random spread seeds or comparing client / server shots for any major changes in spread/angle of shot)
Genuinely very curious about how this works since it completely ruins a round for everyone else if they can have perfect aim. Even if they can see other client locations but have the same shooting advantage it wouldn't be as bad
The wall hack can technically be removed very easily
My approach was to run the same logic on server and client however ignore the result of the server, but check it to see if there's a large margin of difference
Stop replicating the enemies pawn if he's not in sight
The problem there could be if two players with say 200 ms ping both ran into sight at once- there'd likely be some sketchy pop in?
Or even worse, the player with the low ping seeing the other client before he sees him?
I think the larger problem is the fact that they can remove the spread in their shots which means they can just lazerbeam through anyone in the lobby
Maybe some form of pathfinding, with a threshold
Where the server will deny the hit if it had to travel too far around a wall
@grand kestrel I also have set up my system similar to your client /server shot, seems to work fine, It'll be interesting to see how Epic handle it for Fortnite
Seems to be all about tradeoffs
Too reliant on server = poor experience for all players- shots feel like they aren't registering etc
Too reliant on client= cheats + potentially unfair deaths around corners etc
Ultimately client-side feels responsive and server-side doesn't
Yeah exactly
I like what OW does, client gets what they see but server authorizes everything
But they have an advantage in many other cases with that ping
People playing on servers far way purposefully
Or else players in regions of the world that aren't near to servers
Because it takes longer before a player you've shot is notified they've been shot and you can kill before they can respond
I dont see how you have advantages with a high ping
You lag for others
others lag for you
The advantage comes from you expecting it and them not, in some cases
Well if the shots are client side like in many current games, they can register hits on the lagged players they see
Without a full server rewind implementation which many games don't even have
Yeah don't do shots on client lol
Yeah they don't cause it takes too much time
Don't let clients process the hit
Let them do FX stuff ,but let the server do the actual hit and damage work
I think in fortnite right now, the clients are trusted with the shot
I don't have any problems that way
It's why shooters are primarily client-side detection nowadays
Yeah it feels very unresponsive if the server does the hit
Without taking what the client has and allowing within a tolerance
Server-side is easy, but that's about the only advantage
Then give him tolerance
Client side only is just bad
I can easily move an enemy in front of me
"Yo I hit him!"
Of course
But the point is that the tolerance client side method can give an advantage
To higher ping players
Fornite is a PvE game that recently added PvP
I doubt the shooting is ever meant to be competetive
We're not talking about doing client fully authorative, we're talking about client does hit detection and the server confirms the result
Yeah
The start was fortnite
Very very interested in the tradeoffs here both against cheating and for responsiveness
And that is probably doing a lot of client stuff
The funny thing is, it seems PUBG does it very similarly too
Yeah, compare within a tolerance
That's what I was doing
Client will directly get hit
Been toying with the idea of pathfinding the hits on the server too
And then players with pings higher than a certain amount have to use server side hit detection only
Like BF1
you will notice when the server says NOPE
Cause clients always play hit events
And play the sound
I often have headshots with hanzo and don't get them acknoledged
I have it set up so that all non damageable actor fx / sounds play right away on the client, but I only play actual damage sounds / hitmarkers if the server approves
Also have a bit of artificial delay on the client between the gunshot and the impact to help hide the server delay too
It's a lot of fun to try and make it feel as seamless as possible from the clients perspective, lots of fun tricks
In OW, if your client thinks he got a headshot and the server says NOPE, does the clients UI get updated instantly with his shot and then set back, or does the server do all the UI updating?
there is gdc video about cod multiplayer and speaker touches that point
@inner iris I know it is not about ow, but it has good info about some server-client hit confirmation and client ui notifications: https://www.youtube.com/watch?v=EtLHLfNpu84&t=924s
This GDC 2016 talk from Activision's Benjamin Goyette covers the process Activision took to analyze Call of Duty: Black Ops III's latency during development,...
Yeah a great video, well worth the watch
Love the animation tweaks they made to reduce percieved latency
I think almost all their savings / improvements they had from that video were purely cosmetic / tricks
Not actual netcode
Really cool to see
It's my nightmare to run into such issue
There were some info about handling death event in case where server and client stuff desync, but I cant find it right now.
It's pretty interesting reading about big games and how their netcode tweaks really impacts the game, for example BF1 pre patch- if you artificially increased your ping, you had a big advantage
The main thing I've learned is that doing shots serverside is a big no for responsiveness / accuracy- having someone run back and forth and trying to hit them with a ping of >50ms just leads to a lot of frustration
Seems like the clientside shot with serverside validation is the best thing for responsive shooting under proper snapshot rewinding that cod does
yep
No idea if that was already posted
Mainly 4.19 updates for allowing more players on dedi servers
Super happy to see this- with the massive playercounts hitting Fortnite lately, it should result in loads of great fixes / improvements to the engine which benefits everyone
True, however, why only if Epic needs it..
I think since they are not only providing a world class engine, but also openly adding fixes to make it better for everyone- even if some of the fixes aren't relevant to some people, it's a big win win
Would be nice of course to see some of the issue tracker requests solved instead of backlogged of course, but I think the most seems to get done when they are all working on an active project- glad they don't just maintain the engine but are also constantly using it for their own projects
"Added a way to view a dedicated server's network stats on a client in real time to more easily see stats for cloud-hosted servers. (Will be in 4.19)"
This sounds really interesting- would the current way of doing this be actually running the netprofiler on the server itself and then sending back the log file to examine?
I asked earlier, but what do you all think are some of the "Top Ten-Twenty Must Knows/Tips&Tricks" for doing Multiplayer in Blueprints?
Stuff like using GetPlayerController(0) for local player
(stuff not documented very well or at all)
hm
Probably best to set up a list and have people add suggestions π
- What Classes exist where? (Server, Client1, Client2) (GameMode, PlayerController, etc.)
- Visual representation of "Your Character exists another time on Server and Client2!)
- Ownership!
- RPCs
That's what people fail with
That's what is big and fat in my compendium
If you want more advanced tips, then maybe don't add "GetPlayerController0"
Cause that's not a tip, that's just using it correctly
Otherwise you have to apply that to all nodes
If you want a cool tip, put the NetProfiler on it
And the PacketLoss Settings
Maybe an example on how to put up a proper "Server does the job, Client shows the FX" logic
For shooting a weapon for example
Such things would probably help more
@worn nymph thanks for the tag, i just want to clear a few things up, sorry for the incoming long post. yes i understand that my template is not for everyone and that not using Unreal networking can be off-putting. I have been wanting to build a multiplayer game since I started working with Unreal and even after all the research and going through exi's compendium, I always had the hardest time, probably the most difficult thing I could wrap my head around. I can still do it but it is still difficult.
After dealing with Gamesparks and its multiplayer/networking functionality, I was actually able to get things done and understand it. I just seem to understand it better, personally. I mean other people might understand Unreal networking better than socket driven P2P packets with a Javascript-based server for packet and functional authentication, that's fine. To each their own. Also just wanted to show that you can do things differently to achieve the same or similar results.
Back to normal multiplayer business...
does anyone know why is my packaged client getting loop/kicked from the dedicated server?
anybody here have experience with Multiplayer networking blueprint or code? I'm looking to pay somebody for some work to be done.
Happy about the BR improvements being made to the engine. Although for this to work effectively their needs to be some education into network optimisation, which epic lacks in.
I am able to optimise the network of my game, after months of research. But it would be nice if epic took the time to educate devs on how to use their tools.
@thin stratus the answer to it is simple. Unreal Engine is still mainly made for Epic internal projects
or for external high profit/high publicity projects
the upside of it is, that unlike Unity Unreal Engine actually solves real game development problems and is battletested for doing certain types of games
in the past it was mainly about FPS/small scale games
now with fortnite it's going to be (hopefully) optimized for big scale open world multiplayer games
which are now mainly made using Unreal engine
wouldn't be surprised if someone at epic noticed that top selling Unreal games are survival open world multiplayer
so they need to improve engine in that regard and Battle royale for fortnite is just testing ground
And it's worth noting that the network optimizations benefit all games too, not just large scale ones
For everyone who is using GameSparks Real-Time for bigger games, please be aware that if you have a lot of big packets, GS is dropping them like crazy.
From GameSpark's Tech Support: If you've got an RTS or FPS with a lot of raw data moving up and down that wouldn't be optimal for the architecture of the Realtime SDK which is intended for smaller packets (It can handle bigger packets but we never tested or design the SDK this way).
With packets you mean LogEvents that have data with them? @twin juniper
Or the RealTime stuff they provide?
Hm okay. UE4 already gives us that, so I won't use that
if the traffig gets too crazy and/or the data is too big
Yeah log events shouldn't :/
I'm an idiot because I didn't to high-octane tests before
Now I read that they don't really recommend using it for normal games (just smaller ones)
Now I'm with my dick in my hand, probably looking at Steam now π
I'm still going to use their matchmaking/authentication system though
@thin stratus I know you're using Steam, is that right?
We only use Steam for Friendlist, Party and Lobby
GameSparks is the User Backend for Matchmaking and microtransaction
Do you launch instances based on GS matchmaking?
Yeah, contacting GameLift
It's basically uploading your dedicated server to their cloud, right?
Yeah, lots more technical stuff though
How are the costs?
Sorry I keep pestering you about this, I'm still getting my bearings after GSRT failed me π
how do you do the party with steam @thin stratus
advanced steam sessions plugin?
@twin juniper Can't tell. Not my own project.
@drowsy badger Using the Party Session and Beacons
@jagged knot
@drowsy badger It's not the Advanced Sessions Plugin
There is a plugin for Steam Party stuff on the Marketplace
Which is using the Beacons and Party stuff
it already does a lot of heavy lifting for you
I don't think UWorks has party sessions or?
I think it does, might be wrong, don't quote me on that
@fleet sluice
Also most of your pages seem to link to the wrong forum page
Content:
- Authentication
- Friends List
- Friends Chat
- Server Browser
- Server Registration
- Voice Recording
It's not listed though
I think they're hidden
It does have parties, using Steam lobbies
Worth listing mate
Your Reddit and GumRoad post seem to link to the wrong forum page
Servers (listen+dedicated) are 100% supported as GameServers, especially with the update I released yesterday, which hole-punches cone NATs. So lobbies are free to use as parties, independent of UE
Yea, I have to update them. I totally forgot about Reddit though
@fleet sluice really cool job with UWorks, it looks super appealing
Thanks ^
And about that list: those are just the currently available examples. I'll rework the example project into a modular fashion once I finish integrating the web API and the OnlineSubsystemUWorks
Ty!
is it 100$ ?
$110 if you're on the Marketplace, right? π
well time to continue my IOnlinePartySystem implementation then 
Gumroad updates are more hassle-free and don't need to be checked by Epic
@drowsy badger I'm pretty stupid, so stupid question: is Steam stuff P2P?
110 USD Epic, 100 USD Gumroad
@twin juniper I guess yeah, the engine communicates with steam backend too
I'll be releasing my party implementation using Xmpp for free but you'll need to host an xmpp server 
Just trying to wrap my head around presence and stuff
ATM I'm using Advanced Steam Sessions
@thin stratus what made you choose to use Steam for friend list, party, lobby instead of using gamesparks for it also? I believe it supports them
hi all, new to MP / replication etc. just read back-up the chat and lots of good info to help get orientated. guess it would be useful to start with someone elses project to get a feel for the mechanics and there were a couple of battle royale assets released recently... the one that uses gamesparks has already been discussed, what about this one: https://gumroad.com/l/lYBkn# not much info I can see on how it works but assume it's standard-ish? ..and a good reference?
Don't get that gumroad one it's garbage and been abandoned by the creator
Okay, I think I'm getting confused by either the LocallyControlled Node or ShooterGame
Inside of a Weapon, that is spawned from Server and set the Owner (in the Spawn Node) to the Controller of the Pawn that spawned it, I check if the PawnOwner is LocallyControlled
In the ShooterGameCode, this is true on Server and LocalClient
In my BP, it's false on server
:/ why
That function is called on Client and Server (after RPC).
Owner of that BP is the Client. As far as I can see, that should return true for the Server
when are you calling HasLocalPawn?
When pressing a button
But I assume, on Server of a Client owned Actor, it returns false
They have ListenServer code in there. Guess I'm just confused by their code
yeah it goes off of the remote role on the server
if (GetRemoteRole() != ROLE_AutonomousProxy && Role == ROLE_Authority)
{
// Local authority in control.
return true;
}```
Other thing is
void AShooterWeapon::StartFire()
{
if (Role < ROLE_Authority)
{
ServerStartFire();
}
if (!bWantsToFire)
{
bWantsToFire = true;
DetermineWeaponState();
}
}
If Client calls it, we ServerRPC and continue
So it's called on both
So far so good
That should end in "HandleFiring" being called on server and Client
In there, this happens:
if (MyPawn && MyPawn->IsLocallyControlled())
{
// local client will notify server
if (Role < ROLE_Authority)
{
ServerHandleFiring();
}
}
Which then calls "HandleFiring" again
Β―_(γ)_/Β―
For me that's 2 times server calling it
Yeah I hate the pattern shootergame uses there
Hm
FireWeapon is only called here
if (MyPawn && MyPawn->IsLocallyControlled())
{
FireWeapon();
UseAmmo();
// update firing FX on remote clients if function was called on server
BurstCounter++;
}
;-; that makes no sense
That means this if is true on the server for local clients too
Guess not for me then
Let's just use the good old controller
@thin stratus for me shooter game fire code is too "overhead"
It is. I'm only using the stuff I need for now
I'm half sure that code there is either bugged or I'm using it wrong
With my change to check if Server/LocalClient, it works now
And I don't even need to call the ServerHandlingFire again
I replace shootergames spaghetti pattern with
1) when you hit fire, you call StartFire
2) StartFire calls ServerStartFire in _all_ circumstances
3) ServerStartFire fires the weapon
4) StartFire handles any sort of local simulation
but glad you got it figured out
Their code technically works quite fine
yeah it works, that part just isn't very intuitive
@worn nymph I picked that one up when it first came out to learn from and although itβs been abandoned and has some clear bugs, I thought it was a pretty good reference for typical GM/GS/GI/PS setups and how they all interact with a game. Did you find things about it that are incorrect etc? (Finding good BP reference projects can be difficult)
Yeah just the bugs , the fact it's abandoned , it's sold as a multiplayer asset but is not setup to replicate properly and doesn't work properly across the network .
Itβs surprising that some basic things like reloading arenβt functioning properly (if you donβt have enough ammo in ammo pool, itβll still reload the gun fully), yet he has the entire project set up including deep UI and a fairly complete architecture at a high level
Youβd think he would spend the time to actually polish it up
From what Iβve seen, loads of it is setup really solid, just no proper considerations for a real life network situation outside PIE multiplayer
Nah it was riddled with small bugs from the start
But I still think as a whole itβs actually a good thing to learn from- even to see where things are in relation to the GameMode
Yeah I see your point maybe when I said garbage it was a little strong I just meant for the money the guy had a lot better purchase options with more value
This is kinda my gripe with marketplace assets that advertise fully multiplayer ready or supported etc . I mean there are some great ones but really in all fairness they aren't what I would actually consider fully multiplayer . Or at least not to a standard you could release a game with them . Most use internal databases or the save game system or store game data locally which in a real multiplayer game wouldn't be viable because players would just give themselves items etc . Ok the network replication might work in small player tested games but wouldn't stand up to real network conditions .
Yeah I definitely agree with you. I think the main value with assets like these isnβt to receive a game that works fully networked like advertised (and a lot of people seem to think theyβll make the next PUBG by simply downloading and switching out the assets- using a pack as a template for your game is a bad idea), but it is to try and learn the overall architecture of a multiplayer game, where things go, how itβs laid out etc. Then when you understand, build your own game and improve the areas such as hit detection or like you said database stuff properly- I donβt think thereβll ever be a fully featured asset like that out as it likely relies on things external to the editor
Itβs just nice when starting a new feature to see if you did it the same way as a reference, and if not, why
Building up that questioning mindset to figure out for yourself what works best I think is the biggest value- which is why I donβt mind that the pack is abandoned
This is the other trouble though how do you know that the pack or tutorial your learning from is doing things right I mean there are so many examples where something works but that doesn't mean it's the best way to do it . Just because a pack has passed epic checks etc and ticks all the boxes doesn't mean the actual code or way they have programmed is good. You could just be learning their bad habits and then you pass that on to someone else and the circle continues
Yeah exactly that is something that Iβm always trying to figure out- on one hand if everything is perfect from Epic, you may just copy paste the logic and not fully understand why it works, but on the other like you said, you could be learning bad practices that work but not as intended.
I guess the more reference the better and patterns will start emerging- why did they do that there and not here? Etc
This isn't online multiplayer, but I figure the question is still relevant here.
How can I setup asymmetrical multiplayer in my Unreal 4.17 VR project?
I've gotten the spectator view to work fine, but for the life of me I can't figure out how to get the non-VR pawn to recieve input.
And this part has been, like 90% of my Unreal experience, INCREDIBLY frustrating to deal with.
Everything I read seems to point to using UGameplayStatics::CreatePlayer();
But that function only seems to work if I have the "Spawn Pawn" parameter enabled. Otherwise it returns null. I don't want to spawn a pawn automatically because my gamemode's pawn is our VR controller.
Aside from that, even if I use auto-posses or auto-recieve input with like 3 controllers connected, I can't control my non-vr pawn.
I think I got it to half-work once and since then I've been completely unable to get the input to work.
The only time the input works is if I have a scene with just the non-vr pawn in it and even then it seems like it
will randomly fail half the time.
Anyway, I appologize for the rambling, it's just that I've wasted like 2 days on something I can do in Unity in a few hours. If someone has any tips or links I can use to work through this I would appreciate it.
Hey guys. I learned a bit for how to make my own server and stuff but, i got a problem with one of my mp game. Whenever i try to package it with the Steam subsystem plugin on i get this error;
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): C:\Program Files (x86)\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe FPS_coop_shoot2 Win64 Development -Project=C:\Users\PC\Desktop\FPS_coop_shoot2\FPS_coop_shoot2.uproject C:\Users\PC\Desktop\FPS_coop_shoot2\FPS_coop_shoot2.uproject -NoUBTMakefiles -remoteini="C:\Us
ers\PC\Desktop\FPS_coop_shoot2" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.10.05-22.41.31.txt'
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+(x86)+Epic+Games+UE_4.18\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
Anyone can help me ? i'm using blueprint btw.
If you could, it'd be best to throw the full error up on Gist, to give us more context as to the error
That's the package full text ? or something else
If it's not in there
Actually doesn't matter
Just CP a crapton before that
And put it online somewhere and link it
You should see something like ERROR:
Those are the ones we care about, but if you have a crapton of WARNINGS: could also be a cause
Anyway, the logs should be in cooked I guess
for builds
C:\Program Files (x86)\Epic Games <- notice the space on "Epic Games"
Oh, yeah
Does that's why it caused the error or smth if so, how do i change the folder name inside my project?
i'm not a hundred percent sure if that's the case
but usually (at least on older versions) unreal dislikes the spaces
is not the folder name since unreal doesnt let you make content folder with spaces if you are working in the editor
its the ue4 path/location
I don't get it, idk if that's a problem or not. This is my path in my hard drive C:\Program Files (x86)\Epic Games
I'm going to guess the direct problem is probably that UBT is failing, haha
Regarding exactly why it can't run on that DLL however, I'm not sure
Is there any way i can fix that problem ?
I tried packaging the game with 4.17 and i switched to 4.18. Still the same error :/
Have you tried a repair of your VS install?
That seems more like a compiler issue than a UE4 issue
Oh
Which thing should i download or repair ?
Like, the exact name
there's a lot of visual studio or stuff like that for me i can't remember which one should i need
you can do that verifying integrity on the VS isntaller
but i asked, what mean vs ? i heard of that and same in UE4 its visual studio but
vs is visual studio
They're on VS2015, so I imagine they'd have to go through the Windows add/remove program menu and modify it there
which downloader should i download ?
There's no "Visual Studio Installer" on VS2015, only 2017
I need to download the 2015 or 2017 ,
search for visual studio
I did
then press on repair/change/whatever is your option
lethal suggested that you are compiling with vs 2015
so if that's true
you should repair vs 2015
alright
and my first question was, which i need to repair ? the community or professional or code or interprise or smth
@brittle sinew there is indeed the possibility of the spaces affecting the compilation, i was ducked up in one project just because of the space i had in one folder, but now that im speaking, it could be just because of path length and erasing the space made the lenght of the path one character less lol
usually the community one
I dunno, I don't think they'd have the default UE4 installation in a folder with a space if it could mess it up like that :p
dunno if you are using another distro to work it out
And you have all three? @agile crane O_o
yeah yeah thats what i was wondering
I don't know. I prob have community 2017 and code
the first thing is...
figure out what version of visual studio
is your project using
hahahaha
How can i know that ?
well usually on the project settings you can set the project to be vs 2015 or 2017 (if you have them installed)
so the one you set there
will be the one you will be compiling with
ew, i'm on project setting and idk where i can change that. Sorry if i'm wasting your time
just go find on the nets how to configure vs 2015 or 2017 with your ue4 project
let me hand you down a piece of doc
It's trying to use VS2015, I can tell you that much. Not sure if that's what you intend
(Microsoft Visual Studio 14.0 in your log)
Tips, tricks, and techniques for setting up Visual Studio for development with Unreal Engine 4.
aw jeez. I give up sorry
but, i don't like reading and also, i don't use VS or c++ i only use blueprint and these docs page are too complicated for me
;_;
with that attitude you'll go nowhere brother
True. I'm a lazy fat ass really, i don't like read and let's be real, i always search UE4 tutorial and check description if there is a download link for project or stuff, i'm also too lazy to stay on a tutorial and watch how to build a dedicated server since it need VS and stuff like that and most of people that are making multiplayer server only use c++ and people that use blueprint ONLY work lan really. Sorry
And btw, whenever i try to open VS it say i need to log in and when i do that it say, we cannot log you in or smth
I just click the log in button and it say that
i can't even writ my email or password. It sent me there
lol
@agile crane Is your Version on C:/ drive?
Oh it is
Yeah so, I had similar issues mainly in VS2015
well, doing things on bp doesnt excuse you. Also, download visual studio community version 2017 and set that up following this guide i sent you, then you'll need to change a lil thing on unreal project
but nothing major
But I would get something like that error
So, I installed my epic version on my d: drive now
Away from C: drive, permissions issue
paths with spaces? i had to put them all on desktop.... yeah same
under a projects folder
But i can't even open VS and the error say my browser don't let Java script and my Java script on all my browser are on
No idea if that'll fix your issue, but it does seem like it is similar
just download visual studio 2017
and follow the guide dude
you won't lose anything
Its the one already opened
ad it will work
I have 2017 installed already
do you have all the complements installed requiered for unreal engine 4?
open the guide, it says it there, which ones, windows 10 sdk for game development, 8.1... ect
okay
Yes, i did that before
π then you are good to go
i downloaded the c++ thing and some other stuff, Took me about 20gb
dunno if its on project settings or editor settings
but, i need to fix how to log in
but
@outlook @hotmail ... ect
how do i change my project visual studio ?
and i know but, i can't even log in, i can't even put my account. I open it sent me on the error
to change vs version i think its on project settings, people correct me if i'm wrong
But where ? like, in which button should i click on the left ?
Package or map or description ?
alright, ill search now
So, i fixed my visual studio i can open it now. But, i still have the same package error and as you said, i need to switch inside my UE4 project file and check which vs version is packaging with. But i don't know where do i can change that please help
how to change max walk speed smooth?
I'm still trying to figure out what I'm doing wrong with my replication... I tried so many tutorials and different attempts, but it's still just not working.
I tried to simplify everything I have, not I got this https://imgur.com/a/hDpYa
^the link has 2 images^.
I only want to spawn 2 characters; thus I used the replicated boolean. That seems to work.
Now, Player 1 can move, but P2 can't see him move. P2 can not move since the P2's position on the server is replicated to the client???
if I use the SwitchHasAuthority in the character BP, P2 will just be stuck in one place and won't move at all
@jagged knot OnPostLogin resides in the GameMode. The GameMode exists only on the Server, so the SwitchHasAuthority and variable replication will not work as you would expect.
okay
Since no client has an copy of GameMode (since it only exists on the Server) it has no where to replicate variables to.
The SwitchHasAuthority will ALWAYS evaluate to Authority because again, the GameMode only ever exists on the Server and the Server is always Authority.
If you could explain what you attempting to do i could help you achieve it.
I am just trying to spawn the characters at different locations; the second one joining should also change his color (but I have already read that replicating vercor parameters on materials doesn't work and has do be done in a different way)
so p1 spawns at -1500, 500, 100. p2 at -1500, -500, 100
I also wasn't sure about "possessing" the character; the tutorial said I'd need it, but the "possession" node sais it's only for pawns(?)
Ok well first off, this sounds like an good candidate for an Spawning System.
Building modular systems that perform specific functions can help you simplify alot of processes.
It also enables you to create clean and easily modifiable code later down the track when your goals and features change.
Hard coded values for example such as your spawn locations for these characters is not ideal.
The way to get around this is to use something an little more dynamic
Such as an Actor within the Level itself to help you define where these characters can spawn.
the values are only hard coded to simplify my BP for my question, the original one looks for a decent spawn
Ok, then to clarify, only Controllers can "possess" pawns.
And it looks like your attempting to seperate out where the Host spawns as opposed to other Players?
I only have 2 players, so yes
So instead of using an Boolean for HOST
You can check this quickly with bIsLocalPlayerController
If the game session is an Listen Server then the Server will have an locally controlled PlayerController, this is the PlayerController that the Host uses.
ok, did that now
both spawn at different locations now, just like before. It does look cleaner though
but p2 still can't move, p2 is always getting teleported to where p1 sees him
Make sure that your Characters have their movement set to Replicate. Also make sure that you havent spawned the Character inside an collider otherwise it will be stuck and would seem that it cant move.
checked both already, many tutorials and forum posts told me that
I am not replicating the code right now
this is in the character itself
Oh your using your own movement code?
...yes, is that a problem?
The Character class already implements an very robust movement system.
yes, but not really what I want. I wanted a very simple movement that is compatible to "natural" head movement later on
does that mean the tutorials saying that "characters already have replication" only refer to the movement in the character itself?
no selfmade stuff?
Yes
ooh, that explains a lot
Implementing your own movement system is not an small endeavor.
Especially an correctly replicated movement system.
...so in that case, if I were to do that, a pawn would probably be a smarter choice than a character, right? I only switched to character because of those tutorials
Pawn is an bare bones "possessable" class that provides some movement code but it is not as specific as Character.
If your implementing your own movement, Pawn maybe more ideal.
However that is something you would need to research.
I have no idea what type of system your working towards to even be able to recommend something.
ok... So my next step should be researching how to replicate custom movement?
Yes
okay
But you will most likely find alot of questions about replicating custom movement that is extended from the CharacterMovementComponent.
You will also most likely benefit from researching and getting an full grasp on Replication itself.
I noticed your using an Physics body as well, replicating Physics components is another very deep subject that is not easily achieved.
I don't really need it to have physics, in an earlier version I just teleported the actor forward every tick
if that makes it easier
can someone help me with a quick multiplayer UI thing?
I'm trying to create a 3Dwidget for my characters health
and I've got the progress bar and everything, but whenever my host/client takes damage, the UI updates the same for everyone
Hopefully I can figure it out myself lol
lol nvm fixed it
Only the owner will see it.
So I got a question if someone wants to take a dive.. Imagine you can jump only if cs jump bool is true.. And you hit a key sends rewuest to server server checks bool and if true sets false makes you jump and then on land sets it back to true
Now you spam jump key. You can get the request in somehow twice to jump twice before it know not to allow it. Seems to be the case for me right bow
What is the general consensus on how to replicate view pitch in multiplayer?
@regal hazel Unless the playercameramanager is fully replicated (? I actually barely have touched that class), you could just multicast the rotation of the camera.
I am curious as to why you would want the camera to be replicated though
Maybe for the head to move in relation to it?
(if attached)
If anything, I would look into how VR HMD rotation is replicated
Which I am like 99% sure that's good on Epic's end
Motion controllers aren't
Solution I've gone with is to use GetBaseAimRotation courtesy of @trail dragon bouncing ideas back and forth with me.
It has RemoteViewPitch which is packed and replicated. Was using a similar solution to this except doing it myself, difference is however RemoteViewPitch supports replays with CMC which is an added bonus
As for the why i need pitch basically so I can track player head/torso movement
For melee attacks, interactions and animations
Just curious if anyone had done something similar in the past and what solution(s) they had come up with
I have six transmitters according to the logs, but the repnotify at the end is never called - anyone understand why?
(this is inside a game mode)
(NumActiveTowers is 2)
...and it's just started working
wtf
@past bear Game mode only exists on the server
yes
π€
replicated variable is on the transmitter - but it does actually work
whos it replicating too then
well, everyone, it's a repnotify var
the game mode cant replicate anything directly
the clients dont see even replicated vars
"replicated variable is on the transmitter"
on the game mode
it's placed in world
ok, replicated ofc?
yup
and it's working - there's nothing wrong with the above BP
not sure why it wasn't
ok its fixed then?
yup
maybe values of variable which called repnotify didnt changed ?
rep notify is only called when it changes from its current state
BP logs say it was failing to find the repnotify function
weird
aye
so, I wanna make like an rpg trade system
not really a system more of a window
a player can request a trade with another player and the other player accepts to show a window where they can drag items and then accept etc
I have no problem with the UI but how should I manage the calls or the refrences here?
Not sure never made this kinda system but I can theorize... Assuming all item information is help on a server somewhere. You would generate a transaction Id when a trade is proposed. Both users are then moving items about etc both should end up with the same transaction is and item numbers that would exists on this server uoandy made the database updates outside the igenne after both have submitted to accept
not excatly on server it's replicated so
just a small inventory
so client call server, server calls the other client to open a trade and when they both hit accept the trade closes and all get their items
@wary willow its not, VR HMD isn't replicated at all.
view rotation is from the camera in the camera manager
then player control yaw/roll/pitch is if enabled
@heady merlin So, is the CM replicated by default then?
the POV is yes
Basically, I'm like 99% sure that if you use the regular VR template, package for MP. Without anything, the HMDs move independently
UT turns it of by default
And are "replicated"
The hands are the only issue, since server controls both
But, I haven't used regular VR crap from Epic in awhile. Since you know...some guy made a pretty cool VR plugin
I forgot his name
mmmm, i'm pretty sure that the POV isn't applied to the camera though
I don't remember exactly, I don't use the camera manager stuff since I run smoothin
Clients which just joined can simply use GameState->PlayerArray
Well, existing clients too
There are 2 different things you need to handle
If the Player opens the Scoreboard
By pressing tab
Yo ucan just get the PlayerArray
Loop over it and create an entry per player
If however, someone joines while you have it open, you either ignore it (so he has to reopen it to see the new player), or, on BeginPlay of the PlayerState (serverSide), you do a simple multicast and tell everyone to update the scoreboard (well everyone who has it open)
Sorry?
...
why delete your msgs?
And why would you even argue with eXi?
On how something should get done in Multiplayer
π«
The hell..
@thin stratus lololo
He deleted everything now
So, now my conversation looks just as silly as yours
Word of advice to everyone.... leave your messages.... it helps others out whenever they search
Or if they jump on and look, they might learn something new.
Deleting messages just doesn't really help anyone at all (other than yourself, since you know wtf is going on)
:P Well
I missed the action π¦
goodbye person whose name I didn't even check before I banned him
Man all sorts of fun action going on in this channel today
Damn...I missed something good
@wary willow figured you'd appriciate this and might run into someone that needs it later
simplest method I could find to determine if there's a room beside another one and then move in that pathway if its clear - no idea if its normal to do something like that lol
what is that?
So, it's just creating the rooms
works so far
So, those rooms are always moving around?
yeah exactly. working on a weird battle royal idea in a big space ship that moves around, players have to make it to the center and the path always changes due to the moving rooms
the only bug I have is turning out to be a real head-scratcher
two rooms will detect nothing - then move into the same space
so I'm working on a system where they claim the empty space first
you're basically doing the same thing 6 times
So, first, make that into a single function
still an early prototype, but its working. getting rooms to move smoothly was fun
think you helped me a bit with that a while back
getting them to move on the clients instead of replicating movement from the server - really helped smooth things out and fix network performance
also, instead of that length == 0, use IsValidIndex
I was trying to remember, but had to open up editor
ahh will that perform quicker? I remember having to do a lot of searching around for something so simple. it was hairy lol
well, it's one calc vs two
well, no idea tbh, it's basically just one node doing what you're doing in two nodes
sweet, making that change now. this happens many times given the number of rooms, so I'll take any optimization I can get!
for the empty space claiming, my most solid idea - which is probably wrong - is to have the box collision on its own object channel and change its position to the empty space before moving it
hmm
its going to be damned buggy though I bet
Is Get Overlap Infos a custom node?
nope, its built in
version?
I can't find it in 4.17.2
But I see it in docs
hmm strange
ahhhhhhhhhh
Because it's dead
I was like, wtf is that node
GGWP Epic
You should probably not use that node
@civic belfry
ahhhhh
planning on upgrading as soon as volumetric lighting is built for 17.2 as well.. haha I would have been scratching my head over it
nice, will note that for sure
But anyway, make that one function
still on 16 on my end
@civic belfry and @wary willow For performance sake, IsValidIndex is not quicker than an simple if (Array.Length == 0)
And just expose the areas you are going to change as inputs
@fossil spoke That's in C++ though π
I meant in BP it is slower as well
tried checking both index 0 and 1
And I am not going to test it, so you win π
IsValidIndex creates an ArrayHelper in the background which encompasses all of the Arrays information so basically your loading the entire Array just to check if it has any elements.
Yeah, but Length gets all the items in the array
How is that not the same thing
and then you have to get element 0
No, Length is an property of the array
then check if it's == 0
which is created immediately
bool UKismetArrayLibrary::GenericArray_IsValidIndex(const void* TargetArray, const UArrayProperty* ArrayProp, int32 IndexToTest)
{
bool ReturnBool = false;
if (TargetArray)
{
FScriptArrayHelper ArrayHelper(ArrayProp, TargetArray);
ReturnBool = ArrayHelper.IsValidIndex(IndexToTest);
}
return ReturnBool;
}
Thats what IsValidIndex does
That's sexy
ahhh I changed some other crap earlier and broke something else. not realted to IsValidIndex lol
Performance wise for an simple operation of checking if an array has any elements, your better off just using Length
Hmmmmmmmmmm
I lied, I'm going to test π
Need to confirm anyway before I put it in book
Good hustle
so the IsValidIndex always returned true
:/
lol I think I see what I did
had to switch my false and true paths after the branch, IsValidIndex now works as expected
like that
Back to claiming empty space - Since two rooms will check and empty space and detect no room in it, they will both then move into that same empty space, causing them to overlap with each other
I was thinking of taking a big cube collision compnant and placing it in the empty space right after it, but then after I move the room - that cube moves with it since its attached to the root scene componant. How performace heavy would spawnign and removing cube componants be in comparison?
seems like a solid approach unless it takes crazy resources to make and destroy them over and over
So @fossil spoke
Interesting results here
I would definitely just go with the IsValidIndex
There is neglible performance costs, and they bounce back and forth
the other one had the other function obviously
interesting, I'll stick with it now that it works π
I guess I could make an 8x8x8 grid of collision boxes overtop of the level
and then have an IsClaimed boolian on each
and true/false it before moving into its territory
uggggggggg
I haven't messed with making functions - should be a good time to do it
everything I make is still big roadmaps LOL
are you saying to make one fucntion that runs through all six checks, or better to make one function that does the check and adds the value to the path index, but run it one time for each direction?
each of those six paths, runs into a corrosponding move event
you helped me with that bit
then the move event runs on the server in multicast
@wary willow I can hardly see that gif man lol
Honestly the gains for choosing one over the other would be small
Some day I will figure out why these rooms have managed to suddently start moving diagonally even though they are given only an x y or z value that is not zero
even when printing the xyz going into move componant to - no movement has more than an X, Y, or Z value that's non-zero
@fossil spoke I just like it because it's one node
vs two
And now that I know there's no performance difference, there's no reason for me to waste .5 secs in creating an additional node π
Fair enough π
IS some one working with
Advanced Sessions Plugin
You might just ask your specific question
How specific u wish to see
Does some one working with { Advanced Sessions Plugin } i need help searching for server problem....?
@thin stratus is that good
I meant you should just post the exact problem.
Then describe the problem
well ok
Same as me asking "Does someone use UE4?"
Maybe someone can help without using the plugin, as it's basically just exposing functions we all use anyway
I made everything create server search server and etc...but when me and my friend try to play he or me no meter creating the server i cant find the server nothing shows
Alright, for this it would be interesting to see the LOGs of the person that hosts
In addition, it would be helpful to see with what settings you host
Are you actually using a Subsystem like Steam for this?
If yes, do you use your own AppID or the TestID?
steam
Your own AppID?
Well you've set up the Subsystem. You need to know what you entered in the ini file
wait i show u
If you use 480, then it's totally possible that you can't find the Session cause the thousands of other devs that are using it too are spaming your results
[/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"
[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnabled=True
I think the normal AppID entry is missing though
mm can u show me plz to fix this pain
I would first try to add SteamAppId= next to the SteamDevAppId
with the same number
Then add this to your DefaultEngine.ini
[Core.Log]
LogOnline=VeryVerbose
Then start the game again and try to host
Then check the log if it shows any errors
If that works fine, package the game (or how ever your friend tests it) and let him host
and then you search
and check the log again
I don't have a magical fix for you
Can totally be that everything works and 480 is just pushing too many results
Might be worth setting the number for results higher
can i use my own id
hmm that is maybe my fix tnx π
calling nativized bluepting overrided child event calling fatal error
@thin stratus can u see my log and tell me what is the problem
if u have time
Still on Search Server shows nothing
Had the same just with a 480 project that I tested. Log is spammed with other sessions
@wind totem make sure you are both on the same download region if using 480
And that the little steam window pops up on both your games in the bottom right.
Nope
And you didn't read what I wrote
And/or just ignored what I said and responded with something completely different
Nothing I said was out of ignorance. On the contrary, it was from experience that I stated such things.
The nope was to playing with you because I am on my phone. But I truthfully don't even need to really validate my reason to not needing or wanting to playtest with you.
I did not asked u to play with me
...
Are you being serious or maybe I really misunderstood what "can I try with you please" meant ?
well if u not on pc the u cant
Oh, you didn't even say please
Hmmm. All I said was nope. That's not being a smartass, just being direct.
I don't even understand your logic in all this.
I use set max walk speed for abridge player speed if he strafe
but I have 0.1 sec stutter if you change speed
that 'cause of lag
any ideas to fix that?
You setting it on everyone?
Fortnite still getting hacked to shreds- now speed looting and flying along with the insane aimbots / no spread shooters. Looks like this was the downside of it going F2P. I wonder how much info Epic will share on their solution and how much of it will be moving more things serverside vs implementing anti cheat / other in engine tools to fight hacking in general.
Hopefully this wonβt mean that hackers have had a chance to take advantage of the CMC / other core components of UE4 that are used in many other projects in order to be easily able to hack other UE4 games based on this knowledge
I'm surprised PUBG doesn't suffer from this more than it already does - which hasn't been too bad based on my addiction, err experience.
the weapon system for instance is the FPS Starter Kit - for $200 you can see exactly what the meat and potatoes of the weapon logic looks like
pretty sure the base multiplayer template is from the marketplace too
I'd put more faith in Epic handling it than Bluehole lol
Itβs not actually using a template is it?
I know they used loads of models from the marketplace but would be surprised if the code is too
man this template I ran into the other day looks pretty much identical
And yeah exactly- thought Epic would have done a much better job, but I guess itβs way harder to protect against F2P
And there are reports of higher number of hackers spilling into PUBG lately
yeah for sure, there's nothing to lose if you get banned on F2P
Wow if they really did use that template... not sure what to think.
Well will be interesting to see what happens next
yeah for sure - their guns are this: https://www.unrealengine.com/marketplace/animated-ironbelly-fps-starter-kit
and this
Yeah the guns, medkits, loads of buildings
actually a pretty good deal if you don't have the resources to make a ton of assets
Yeah good job to them of course they made a smash hit. Iβd just feel dirty putting together a game based on a template and other peopleβs assets
I think the concept is why people play though and thatβs why even they didnβt expect the success it had
I've got no problem with buying assets - but after 500 million in sales, I would hope they'd have the resources to make their own and replace everything
nothing wrong with prototyping on pre-made crap
Yeah for sure
I'm trying to stop buying crap while prototyping. I've got like a graveyard of licenses I don't use at this point - looking at you voxelfarm
π
using low poly geometry for everything until I have most of the game mechanics worked out
which is weirdly looking nice, despite the lack of effort
also making it battle royal style. might as well jump on the gravy train LOL
Nice! The harsh black walls contrasted with the bright windows is a bit hard to look at- maybe some indirect light / less flat shading might be easier to look at. This is getting pretty far off multiplayer discussion though so might want to talk in work in progress if youβd like more feedback
Should I be checking for authority before vinterp movement with a timeline?
Or should it run on server and client
anyone know what causes the "jiggling" from character movement when they stand on static meshes or collision boxes?
seems to be on replicated objects
nvm objects werent being replicated properly so each client saw something different
god cant remember last time i was in here oops
how do i detect a disconnect from dedicated server event? where are those?
game mode I believe
can't find anything useful...
is this exposed through BP?
from looking at this page its not
but its virtual
so you can route it to a BP
ok, i'll check how to do that
You can also just do something on PlayerController destroyed event
if you just need an event when a player leaves on the server
NP
make sure you use switch on authority or it will execute on the owning client too
i'm making a dedicated server, so i'll put it under isdedicatedserver
that works π
is it possible when i build development version of a dedicated server, print strings don't show in the log output?
i'm talking about a BP version
of dedicated server
when I set number of players to 2, one of the windows spawn 2 clients, and the other puts the camera in a random location and doesn't receive any input. anything in particular that must be done?
https://puu.sh/xTLu8/a996195f51.png
i can't get skeletal meshes to replicate :( anyone know how?
just checking the box "component replicates" does nothing. they fall in different locations on the client and server.
@charred tulip you want the actor to replicate. The component doesn't need to replicate
even so, doesn't update the skeletal mesh
What do you mean by update
@charred tulip what do you mean by "fall in different locations?". You need to check "replicate movement" to sync actor location between clients and server
@charred tulip if you are trying to change skeletal mesh ingame for other model you need to replicate this action too (actual mesh 3d model is not replicating by ue4 without you actions)
Guys can someone just sanity check something for me?
You can have both the PartySession and GameSession active at the same time right, and players can be members of both?
This goes for steam & other platforms...
pinging @thin stratus
Nope
Steam does not allow party and game to be active at the same time
You have to save the Steam session, let the host rehost and the clients to reconnect
@sterile pebble im simulating physics on the skeletal mesh on my characters for a "death animation." but where they fall is different for everyone. so if a player wants to revive the other fallen player, they have to go to a different location to target the skeletal mesh because it's not in the same spot.
which can lead to some weird situations where if player A wants to revive player B, they have to go across the map sometimes, whereas on player B's screen player A is just walking away from what he sees as his body.
replicating on actors or on the skeletal mesh component itself will not solve the issue