x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Multiplayer : need some explanations about player spawn and game elements

Hello everybody,

I'm a beginner with UE4 and I'm trying to use multiplayer on my project, but there are some incomprehensible things to me.

First at all the good use of the different elements, if I get it right it's works like :

Gamemode : only on server, this is here where a new connection is allowed or denied, if a team win or loose, it's the referee of the game.

Gamestate : the same instance of this is replicated both on server and clients, this here where we store game data like score, players list

Playerstate : each clients (and the server) has its own playerstate, and cannot access to the others clients' playerstate, this is where we can create a new player and store the player personnal stuff.

Gameinstance : to store data between level and loading, is replicated both on clients and server.

Am I right ?

Second question about the players spawn, what 'create player' node does ? because if I want a 10v10 players, how can I manage all the client's controllers id, their team, their spawn point with 'create player' function which apparently don't get any parameters about the player and only use settings in the project settings and the "player start" for spawn ?

Thanks so much for your help.

Product Version: UE 4.9
Tags:
more ▼

asked Oct 17 '15 at 07:56 AM in Blueprint Scripting

avatar image

franco_h
6 2 3 6

avatar image JuanCCS Feb 12 '16 at 02:40 AM

Game Instance is not replicated. Every player has one. But I'd like to have someone explain this a little bit better. For example. When you try to access the Game Instance from a PlayerController inside the ChoosePlayerStart method, it returns a null pointer. What options do I have for transferring data between clients before the Characters Spawn?

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

this can be very usefull to understand where object are, and which are replicated, and what for: http://www.nafonso.com/home/unreal-framework-network

From my mind, don't use create player. As a player will join your party, it will call internally the create player. It will give him an id, a player controller, a pawn (if you have default pawn), make the possession.

Create player must be used in specific case, not in general case. let he engine create the player for you

more ▼

answered Feb 12 '16 at 08:06 AM

avatar image

thyshimrod
399 22 11 39

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question