Open Level after character select screen puts player in own world(should be Multiplayer)
I created a character select screen, theres 4 characters. This is on its own level. If I sumulate multiplayer on this level, all players start at the char select screen in the same "world" so this is fine.
After a selection is made, - I set a variable in game instance to log the character choice - then open the starting level using 'open level' - in the blueprint of the starting level, the variable in game instance is got and using that it spawns the actor then possess the actor
This works for all players, except once they get to the next level... they cant see each other anymore. Its like it loads 4 different instances of the level rather than all of them into the same one.
If I start the game from the new level (not using char selection) all characters start together(as the same default skin set in default pawn). But they can shoot and kill each other as per expected.
In the spawn and possess functions, I've tried running on server, multicasting, separating the functions and trying variations and they all give the same result... correct character spawning and possessing in their own world.
Hopefully someone can help. Let me know if anymore information would help.
asked May 08 '15 at 11:28 PM in Blueprint Scripting
Thanks Nyu. I think you're on the right track.
I found this recent tutorial which is good start. I went through it. I'll attempt to merge it with my char select screen. IF I'm successful I'll post results and mark this answered for others
answered May 09 '15 at 11:06 PM
Just using Open Level for each individual player making their selection will load into their own levels.
For multiplayer one player has to start the game as a server and there are multiple ways you can do that in blueprint.
The easiest way to start a server is to use the Execute Console Command node. The command you would want to execute to load the level as a server is: open MapName?listen. This will create a listen server that other users will be able to join. For a user to join that server they will have to use the Execute Console Command node with the command: open ipoftheserver. ipoftheserver should be the IP of the hosts computer. You would have to modify your menu for players to specify if they want to start as host or join an existing server.
The other way would be to use Online Session Nodes which you can read about here. https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/OnlineNodes/index.html
answered May 09 '15 at 12:21 AM
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