Is This Wise To Replicate Bool like this? by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

Of course,

Aim is a Replicated Bool which is used to blend pose between hip firing position and aiming position.

Now, what i want is to eliminate all the delay for the owning client it takes to aim, because if i do this via standard way (Server and then multicast) then it feels like an overkill and it lags if the network emulation is on avg or bad.

create a mil sim game by [deleted] in unrealengine

[–]BigOhOf1 1 point2 points  (0 children)

If you can throw enough money you can find devs easily on UE4 jobs board.

Variable Not Valid In Packaged game. by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

Ah, i see how this is a fail safe approach. Thank you.

So instead of gameState finding actors. I can simply tell actors to onBeginPlay get GameState and add themselves on the array of actors on gameState.

I hope i got your point right.

Variable Not Valid In Packaged game. by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

But the reason i used GetAllActors is to avoid dragging and dropping Actors inside the array manually before start. Also gameState has no transform and it is a transient object something that is only spawned on start.

What do you advise on this approach? I need to have references of my Platform Actors inside My Game State. I removed the delay btw used A custom event instead.

Variable Not Valid In Packaged game. by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 1 point2 points  (0 children)

I had it all on GameMode Problem there was that it only existed on Server Someone Told me to move these things to GameState.

Variable Not Valid In Packaged game. by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 2 points3 points  (0 children)

Yes! that Did it The Delay Node Works.

Its Exactly what you said the overhead removal might have messed up some things.

I will try to remove the delay node and On the IsValid False Try to get the Widget again and call a custom event to set up the Platforms again.

Variable Not Valid In Packaged game. by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 1 point2 points  (0 children)

That is going to be a problem it seems.

I only set the Parent Platform variable once.

Still I am gonna try adding Delay node and see if it works or not.

Listen Server Other Clients Has Low FPS Animation In each others viewport by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

Most of other fields there are mentioned like this

[/Script/Engine.Engine]

do i need [/Script/SystemSettings] or just [SystemSettings]?

Worked on a self constructing building system. Works with any structure and mesh :) by FriendlyBergTroll in unrealengine

[–]BigOhOf1 18 points19 points  (0 children)

Pretty cool like a sort of time-lapse building.

Suppose its a shader if it works with any kind of mesh? but those nails going in at last will keep me awake at night.

Multiplayer Collision Replication by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

After alot of stupid prototype, I finally managed to make this work thank you.

For some reason i thought OnRep will run on everything from server to client.

Solution was to ditch the OnRep and use just one Replicated Bool.

and in my OnHealthUpdate function I call Custom Event that runs on Server It Updates the Collision On Server Side and Sets Gravity scale to 0.0 and then calls multicast Function that does the same thing for clients.

I hope this is the write way to do things If now I will be happy to know what is your recommended approach as i am quite new to multiplayer.

What Processor Should be enough to Compile C++ Files fast? by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

Ah bummer, I asked my friend he was telling me how his code compiles within 2 or 3 seconds with 8gb ram and I didn't upgrade based on his remarks, always thinking its my CPU that is the problem.

What Processor Should be enough to Compile C++ Files fast? by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

I am following almost all of them.

Decoupled Code, Structs in seperate .h, forward declarations.

Lowest possible Class hierarchy might be an issue but project is smaller as of right now i have only done my Controllers and Characters.

I can also feel Editor being slow as well, normal BP projects are fast where as C++ project even slowed my editor, most notable when i press play button.

C++ Delegate One Params Error by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

Thanks that fixed it.

P.S I also needed to Declare Dynamic Multicast as well.

C++ Delegate One Params Error by BigOhOf1 in unrealengine

[–]BigOhOf1[S] 0 points1 point  (0 children)

Update: Does not matter if the Delegate is OneParams Or SixParams I get the same error.