Breakdown : FD_ConnectedPlayer

In next serie we start at the end, the menu showing Player Info. Then we follow “upwards” to the higher “levels”

FD_ConnectedPlayer Menu

Adds Info from PlayersInfo : Instance editable

FD_ConnectedPlayer is called in FD_LobbyMenu : Event UpdatePlayerWindow

UpdatePlayerWindow is called in FD_LobbyPC event AddPLayerInfo
Event runs only on client.

AddPlayerInfo is called in FD_LobbyGM Event EveryoneUpdate

EveryoneUpdate is called in
FD_LobbyGM event Onlogout
FD_LobbyPC event CallUpdate (Runs only on Server)

CallUpdate is called in
FD_LobbyMenu event UpdateStatus (changes the Ready Status)
FD_LobbyPC event AssignPlayer (runs only on client)

Only PlayerCharacter and CharacterImage are added, not the PlayerName

AssignPlayer is called in FD_LobbyPC event AssignSelectedCharacter (runs only on server)

Only PlayerCharacter and CharacterImage are added, not the PlayerName

Assign Selected Character is called in FD_CharacterSelection Menu
This is the start of selecting the avatar of the character

Only PlayerCharacter and CharacterImage are added, not the PlayerName

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Update June 2020

One could think that I haven’t been active lately. But that is not the case!. I have been very active, and had a lot of “challenges”

Actualy I am starting the project for the third time 🙁

First Time
I started to build in Unreal Engine using only Blueprints. I ran into problems with the hydraulic calculations. I also read that the best approach is to start with a basis in C++

Second Time
I started to learn C++. I followed several courses at Udemy, Linda.com, and Unreal.
My prototype multiplayer is based on the listen server in Unreal. My idea was that it would be no problem to convert to a dedicated server. This was a mistake. Turns out that a dedicated server is completely different compared to a listen server. There is also little documentation on getting a dedicated server running on a VPS.

Third Time
My new approach is to start with getting the standard third-person game running on a VPS. Based on a dedicated server and clients. And I started to use perforce as source control. And I skipped the idea of using a Linux VPS, it is all to complicated.
I managed to get the “simple” project running as a server and client on a windows server.
So my strategy now is to add on the simple project, and test everytime that it is working as a server and client. Bt using perforce I will be able to always return to a working solution


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Source Controle

I am using perforce

Unreal documentation : https://docs.unrealengine.com/en-US/Engine/Basics/SourceControl/InEditor/index.html

https://allarsblog.com/2017/04/05/populating-perforce-with-an-unreal-engine-source-build/

Streaming starts at 1:27 h

from 23 min

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M_FD_Surfacewater

Material for the surface water on the island

Uses Absolute World Position Node.

How to get the flow direction according to the direction of the channel?

General notes

  • With vertex color, you can control 4 values (red, green, blue, alpha)
  • red = speed x
  • green = speed y
  • blue =?
  • alpha =?
  • I don’t get this working yet
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Water material

Ocean

Surface water

I looked into different tutorials. In this page step for step my water material.

Notes:

Result:

Tiling will be adjusted so that the “basic” block is 1 * 1 m. Each Branch in the FD_watersystem will have its own instance of the watermaterial. In BP I can set the parameters for each branch.

  • S Scalervector
  • Append x and y

Future optimisations

  • Small wave/ ripples by wind. So direction is based on wind.
  • Swimmable water?
  • Particles
  • vertex painting
In my case it is mirrored
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Replication

To get a multiplayer working properly replication is important. Until now I have no knowledge on replication?

Aim is to use blueprints

https://wiki.unrealengine.com/Replication

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Gamelift

Server site form amazon. The nice thing is that you pay per hour.

https://aws.amazon.com/gamelift/

Tutorials

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Python in Unreal

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Niagara Particle system

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Editor Utility Widgets

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