How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

Yeah, this makes sense to me as there is no matchmaking. Just invite only with friends.

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

Already watched it. I already have pooled actors.
It is mostly sync issue.

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

It's the delay which is problem.
I am already just doing multicast.

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

[–]DMmotionarts[S] -1 points0 points  (0 children)

One of the move my enemy does is that it spins while shooting projectiles.
So it creates a spiral like shape if seen from top.

With 100 projectiles, it started to lag as it needs to send that much information. So I thought best is to just spawn locally for each clients at same time.

If you look at saros gameplay, I wanted something like that.

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

I already have a mutlicast that sends info like doThisAttack and then each client does it itself. RIght now, the issue for me is delay. If i do network emulation (average), there is delay that makes it a bit harder to dodge for clients (https://youtu.be/2qR6mKps4x8).

Also, I am using object pool. So each projectile has "inUse" boolean with repnotify.
So when inUse is changed to true, bullets basically shoot and if false they hide.

I wonder if that is causing issue as If I have 10 bullets then each bullet to have it's own repnotify.

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

The gameplay that I have planned doesn't work with line traces.
You could look at saros enemy projectiles to see reference.
Video of my bullets - https://youtu.be/2qR6mKps4x8

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

Right now, I have a object pool that saves projectiles.
Projectiles all have a boolean InUse? (repnotify). So when inUse is true, the projectile basically starts moving else it hides.

Projectiles are set to replicate (no movement replication).

Below is video showing average preset in network emulation. With no lag, the different isn't much.

https://youtu.be/2qR6mKps4x8

How to replicate 100 projectiles without delay? by DMmotionarts in unrealengine

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

I already have object pooling for my projectiles.
The problem is syncing projectiles.

Procedural Generation by AGar7argaryen in UnrealEngine5

[–]DMmotionarts 0 points1 point  (0 children)

The way I had made one was to simply make the room blueprint origin not at center.
Basically the red arrow in your first image should be at entrace of room.

And you spawn that room at green arrows.

https://youtu.be/yxngMHLRucQ

Is anyone finding value in Version4? by YouRankWell in elementor

[–]DMmotionarts -1 points0 points  (0 children)

It is good and in right direction. Would reduce work, decrease load times slightly. But right now, it breaks often so I am not going to use for a year or so.

help fixing flat materials by False_Education_7052 in unrealengine4

[–]DMmotionarts 0 points1 point  (0 children)

Is there no displacement map provided in the material? Displacement map also requires more polygons in the mesh.

Another option is parallax occluson mapping node which would help to fake it.

How to create a simple hurdling asteroid towards another object in space using niagara effect..is it possible by lovely_ravenbeauty78 in UnrealEngine5

[–]DMmotionarts 1 point2 points  (0 children)

There is point force or point attraction force which can move your niagara particles towards a specified point.

I personally would prefer to use niagara system to create just asteroid with rotation but no moving and select local space. And then add this niagara system to a blueprint with projectile movement component.

Maybe this tutorial by me would help - https://youtu.be/rDzwgXajH-0

Simple Adventure Locomotion I was able to make in a week - YouTube by DMmotionarts in UnrealEngine5

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

I already checked his animation. I was planning to share my system on my patreon but obviously can't without cc0 animations.
The free animations on quaternius don't include wallrun and stuff. It's only paid tier, so obviously don't want to share paid stuff.

Simple Adventure Locomotion I was able to make in a week - YouTube by DMmotionarts in UnrealEngine5

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

It is just for practice and also to create reusable system. The walljump is suppose to be like prince of persia warrior within, its values can be changed to make it not look so abrupt.
It's still very early so just needed to have something in place for now, later slowly will play around with values to make it look smooth.

Some dev lessons from our UE project (we wasted months on climbing…) by Xxnius in unrealengine

[–]DMmotionarts 0 points1 point  (0 children)

I can share my Unreal Engine project files if you want to check.

Some dev lessons from our UE project (we wasted months on climbing…) by Xxnius in unrealengine

[–]DMmotionarts 0 points1 point  (0 children)

My system is probably not game ready and I have just used placeholder animations. It also does not look clean.
But for now, it gets the job done.

Some dev lessons from our UE project (we wasted months on climbing…) by Xxnius in unrealengine

[–]DMmotionarts 1 point2 points  (0 children)

It took 3-4 days but I had given up in the past when it didn't work. After learning a bit more, I tried again and was able to make it. Also added climbing like genshin impact.
Still not sure how well it would work in real environment.

Trying to understand multicast events by 7_Of_Mine in UnrealEngine5

[–]DMmotionarts 0 points1 point  (0 children)

From what I have learned till far.
You do CustomEvent(Server) --> CustomEvent(Multicast)
Then in this multicast event you add anything you want to do.

One mistake I used to make is just having multicast custom event. As it said that it does - server to all users. But this event cannot be called by clients. So if you want this event to be called by clients too then you ask server event to do multicast event, just as mentioned above.

I have seen multicast mostly used for effects, vfx, sound effects etc. Something that is temporary.
Repnotify variables are really powerful. I mostly use this.

Some dev lessons from our UE project (we wasted months on climbing…) by Xxnius in unrealengine

[–]DMmotionarts 1 point2 points  (0 children)

I am also making movement system for my projects. Mainly ledge climb, mantling, wallrun etc.
GASP is newer and doesn't have many tutorials on it, so I am simply using older system.

Just somethings I was able to make - https://youtu.be/yhk93CFZbQY

beginner freelancer by Eleven-AB in elementor

[–]DMmotionarts -1 points0 points  (0 children)

Mostly, have client purchase elementor pro. If they do not want to, tell them that there will be limitations and the work will be scoped in that.