In this training session we make some tweaks and modifications to our first gameplay ability and go into more depth on the …

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In this training session we make some tweaks and modifications to our first gameplay ability and go into more depth on the …
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There are 2 questions here.
First, I noticed the client and server will have different bone locations as the starting point of the projectile without ticking always tick pose and refresh bones. As a result, the client predicted one will always have a different path with server one. Often the server hits something and client doesn't or vise versa. How is that dealt with?
Second, replicating movement on the proxy clients result in a not so smooth projectile movement path. How to improve that?
I had a question for the blue prints at 7:26, why you use branch instead of directly connect of Is Moving on ground to the input of Return Node ?. Sry for my english, he is rly bads. Continue like this, i love ur videos.
wow these videos are very helpful!
I don't know if this was asked or not so I apologize for it, but how far in before it can be cooked successfully and sent to my roommates so we can test the multiplayer out? as of now when I do it, it fails.
In this video my ability stopped working, I tried to take everything I did in the video but not
when i run 2 players the second player does not see the first player animations. how to fix this?
sorry to bother you again, and you probably fix this later, when I run 2 players. The client doesn't see the fx of the proxy client and vice versa on the client.
What video did you create the light grenade AOE damage BP? I can't find it
Hmm like you said at the beginning I set it to 2 scale but I still do not see the effect on the player (disolve)… And I had to uncheck (server respects remote ability cancelation in LightGrenade in order for the two characters to recevie damage. The problem that was at the end of part 5, the effect not showing, still does not show and I checked the video 3 times I did not miss anything compared to the edits you did on video 🙁
Everything seems to be getting called except for LightGrenadeAOEHitEffect. I changed it to "Gameplay Cue Notify Actor" and maybe missed something done with the original one. Can't seem to track it down. The final ApplyGameplayEffectToTarget in LightGrenade prints a string but LightGrenadeAOEHitEffect doesn't. Any ideas? https://pasteboard.co/HZXKDkmk.png
hmm, when I add the lag – it shows me throwing 2 orbs. The latter one I assume is the replicated one? edit-fixed missed a Hidden true flag on replicated projectile
How do you handle particles that loop for this? For example you hit someone with a poison/fire spell and it plays a loop flame? I can't seem to shut it off after the cue actor attached the emitter to the character
What if i want to make an offline game only. Is gameplay ability is overkill for me ?
I love the tutorial this far it has been amazing as a sort of introduction to mmo programming with blueprints, but now i seem to be stuck at the part where you launch from the ue4 console for 2 players. One of the two consoles loads just fine but the second one (the external one loads fine) does not seem to load at all. All it does is show a permanent loading screen, even though I can see that the second player has spawned (in the external one). I was wondering if you had any idea what might be the cause of this? I know I' ve already asked for help in one of your earlier videos but I have been stuck on this for quit a few hours now and I just can't seem to find out what might be the cause of this. Do you have any idea what I might have done wrong/what I could try in order to fix this? Thank you in advance!! Greatings Lars
Excellent videos! Really great to see someone use the ability system. There isn't much info about it out there.
So I am wondering how you deal with the transient damage/healing attribute you mention around 30:30. How is that handled? Do you manually apply damage based on that attribute in the Tick method? Any more info on that as well as the DOT stuff you briefly mentioned would be great.
In upcoming videos I would love a tutorial where you import a few fonts and apply them to different UI texts. Like a Header text (send/clear chat, global, player name).
And maybe a second part of the video where one or more fonts & colors are used to spawn damage/statustext floatup texts, lazily following hit actors for a duration.
I plan to tinker with a critical hit system myself, which will be a simplified and merged hitrating/critdamage system that requires way less variables that most RPGS.
I added an exposed "AllowAirActivation" bool connected to an OR statement and the "Is Moving on Ground" branch. And tuned the anim rate (0.7) and projectile spawn delay (2.5s) a bit.
Tip for learners, comment your blueprint graphs for later, reminding yourself that there are different class defaults in the different ability blueprints. Same in the materials if you modify later.
Same here, good tutorials! 😉
Great stuff, enjoying every minute!