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"

GameMode Local Multiplayer Initialization Help

I've read through the documentation and searched through the forums related to GameMode, GameState, PlayerController, PlayerState, etc and still have not been able to piece together how I should set up my game logic and flow.

I'm working on a game that allows 1-4 local players (turn based). Think of Checkers but with up to 4 players. I will create some sort of menu that allows the player to select how many players are going to play and then transition into the LocalGameMode. Now, I've not seen anywhere how I can initialize the LocalGameMode blueprint with the correct number of local players.

I'm also struggling with how the objects needs to be set up underneath to properly interact by allowing a single player to have a turn in which allows them to only click on actors (checkers) assigned to them.

There is an example memory card game that is like a board game but it only allows for one player. I need to find an example for turn based (but not client/server).

I'm also struggling with how a PlayerController can Possess a pawn and if it will even benefit me in my example. I understand how it works and it makes sense for a first or 3rd person game but not a board game in which multiple pieces can be clicked by a single player (if it is their turn). I've also looked into the StrategyGame example but it only seems to be in C++ which makes it harder for me to process.

I currently have a board that spawns Actors. each actor spawned also has a player index that is assigned to it. I can probably just do the logic manually by tracking the player turn index and ignoring PlayerControllers entirely but I didn't know if I was missing something that the engine will do for me to make this easier.

Thanks, -jeff

Product Version: Not Selected
Tags:
more ▼

asked May 20 '14 at 02:14 PM in Blueprint Scripting

avatar image

MongooseJV
88 10 14 33

avatar image alperenakyuz May 21 '14 at 11:48 AM

Have you checked the networking tutorials playlist in Unreal Engine channel on YouTube?

avatar image MongooseJV May 21 '14 at 12:22 PM

Sure, but that does not answer any of the questions I've had related to local multiplayer and player controllers for a turn based game.

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

1 answer: sort voted first

Super late to the party here, but I'm curious if you ended up figuring out the issue with spawning and possessing the correct number of players.

more ▼

answered Nov 06 '14 at 01:18 AM

avatar image

Typochondriac
1 2 2

(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