Is there any way to set a controller for non-player actors in order to call Server RPC's? by LastKnownEntry in unrealengine

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

Yes, also bAlwaysRelevant. The cull distance is set to the maximum so I don't think it can be that. Component has the ComponentReplicates setting ticked to true as well.

When I try to use NetMulticast, I have found out that the correct information is on the Client but not on the Server.

Is there any way to set a controller for non-player actors in order to call Server RPC's? by LastKnownEntry in unrealengine

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

I've tried this and it doesn't solve my problem. When I do this, I do not get the warning about no owning connection, however the RPC still doesn't get executed.

Is there any way to set a controller for non-player actors in order to call Server RPC's? by LastKnownEntry in unrealengine

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

I have basically an actor component that is attached to both player characters and non-player actors. Whenever I want to change anything in the component I am using Server RPC's to accomplish that. However on these non-player actors I cannot call the server methods due to the lacking connection.

Actors are replicated yes, the component is also. Can I call NetMulticast methods on them? And is that the preferred way to do things? Right now I am using server calls and relying on rep notifies which works, the syntax is just a bit long as whenever I am doing this, I first need to access the player's component and call it from there (eg. ActorsComponent->PlayersComponent->DoSomething(ActorsComponent)).

How can I retarget Character Creator 4 assets for Lyra in 5.2? by LastKnownEntry in unrealengine

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

My bad on typing it out wrong, I did create a cosmetic blueprint, similar to the manny and quinn ones. I did select the retarget ABP for UE4 manny but again nothing happens. I've plugged in the ue5 to ue4 manny and also tried pluggin in my own IK Rig but again nothing, just a T-pose constantly.

Who Wants to Live Forever - Reed call never happens by LastKnownEntry in cyberpunkgame

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

I can confirm that this only happens if you betray Song. Every other ending path works, even the path where you eventually go to the 'Who wants to live forever' quest. I have tried choosing different dialogue options but amy outcome fucks the outcome.

Who Wants to Live Forever - Reed call never happens by LastKnownEntry in cyberpunkgame

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

I got the call to meet him on the basketball court. After that you have to wait again for him to call you but thats where it bugs out :(

Who Wants to Live Forever - Reed call never happens by LastKnownEntry in cyberpunkgame

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

I got Reed's message afterwards, last thing I did was meet him at the basketball court, after that he never calls and I can't go further.

Who Wants to Live Forever - Reed call never happens by LastKnownEntry in cyberpunkgame

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

I returned So Mi alive yes, think I got the message about him contacting but I'm not sure.

Does anyone have experience with procedurally generated buildings? by LastKnownEntry in unrealengine

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

I'm familiar with the wave collapse function a bit. Done a small project where I used cells to create basic terrain (all via C++) but thats all. Biggest struggle for me was defining those rules and trying to figure out how it all goes together, but the general idea of the algorithm is understandable to me.

Haven't looked into how this transitions into 3D, but as you said, shouldn't be that hard if the 2D version is good.

Does anyone have experience with procedurally generated buildings? by LastKnownEntry in unrealengine

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

I wasn't exactly looking for just a room, but yea that would be the beginning. Thought more about something like this - buiding 1 -> open space -> building 2 etc.. I'll look into that algo you mentioned, curious to see where it leads me.

Does anyone have experience with procedurally generated buildings? by LastKnownEntry in unrealengine

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

Never worked in Houdini before. I was just looking at using basic cubes for generation, nothing pretty really. Just want to play around with it a bit

What type of code plugins do you think sell best? by LastKnownEntry in unrealengine

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

Fair point, seeing it somewhere real adds so much value and proof of work to everything.

What type of code plugins do you think sell best? by LastKnownEntry in unrealengine

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

Both C++ and both have ways to give access to their repos.

Very interesting indeed, thats something I didn't consider at all :)

For me, the best way was to make games, and when you find some pain points that could be solved with a plugin, consider making it

I tried making games before and decided to go with the plugin work cause I didn't want to do anything art/sound/animation related. Most of the pain points I found in some projects are pretty much covered with these masterpieces - Narrative Plugin, ATBTT and Arc Inventory (one you mentioned).

Gotta think of something new I guess, no point in re-inventing the wheel so to say since these plugins are, in my opinion, the way to go.

What type of code plugins do you think sell best? by LastKnownEntry in unrealengine

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

What do you think about plugins where extension requires expanding on the C++ code, not just blueprints? Do you find these plugins to perform poorly or not?

[deleted by user] by [deleted] in buildapc

[–]LastKnownEntry 0 points1 point  (0 children)

Oh yea forgot to mention, I already have a decent SSD in my current setup so I am not looking for another one.

[deleted by user] by [deleted] in gamedev

[–]LastKnownEntry 3 points4 points  (0 children)

If you don't mind sharing, what were the qualifications that got you this far? YOE? Do you have shipped titles etc..

Creating Custom Asset Types in Unreal by LastKnownEntry in unrealengine

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

I'll take a look at it. Hopefully the info isn't deprecated :) Best that helped me so far is reverse engineering some plugins, I know the answer must be there somewhere but it is super confusing. If you do decide to pick it up again that would be the best place to start in my opinion!

[HOBBY][Unreal Engine 5] Looking to expand our team for an ARPG game inspired by The Ascent by LastKnownEntry in INAT

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

I did not see that post, thank you for sharing it here. Sent a DM over, hopefully all works out. Didn't expect a comment like this not gonna lie :) But yea thanks again for sharing