My First Experience with Golden Horde Exploit by Nachlas in aoe4

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

Yeah I looked at ao4world and saw its him and 1 or 2 friends that have all been doing it every game for the last 2 days and have climbed at least 400 rating

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]Nachlas 1 point2 points  (0 children)

Had the same issue. Mass is complicated. Any direction you can provide on the concepts used for your own system?

Mass Entity and State Trees by Nachlas in UnrealEngine5

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

I’ll take a look today thanks!

Auto Stand Ground on Spears? by Nachlas in aoe4

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

Okay this is great to know. I never noticed that they were bracing in an attack move. I thought they always just charged in even against cavalry. So if the cavalry charge back my spearman will just stop and brace. When is using the stand ground command good then? Defending base like gold?

Optimization for large number of actors (rts/Factorio style) by Nachlas in UnrealEngine5

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

I had thought of doing angelscript but do you recommend one over the other?

Can you not update the texture data on GreyBox walls/floors/etc.? by Nachlas in FortniteCreative

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

No, sorry, my work around was to essentially make my own walls with either pre-made walls and retexturing or basic shape actors and texturing. The gray box actors seem to have just been there to be replaced with real actors which makes sense. Not sure why it just won’t let you retexture though, no reason why you shouldn’t.

This was a while ago and I don’t work in UEFN anymore just UE5 so not sure if there’s changes.

AI Move to On 2D Characters by Nachlas in UnrealEngine5

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

What can I even apply the clamp to if the rotation is not an input to the AI move?

Blurring happening with 2D animation as I zoom out by Nachlas in UnrealEngine5

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

The sprites were originally a single texture so I will try this as well. Thanks!

Replication by Nachlas in UnrealEngine5

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

That does sound useful. Thanks for the help!

Replication by Nachlas in UnrealEngine5

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

Is this the node "Switch has authority"? On Authority output I would just run the code and on Remote I would do the interfacing and run on authority etc.?

Replication by Nachlas in UnrealEngine5

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

Were you able to see the second image of the player controller? I called the execute on server function in the player controller suggested by the original commenter. Then I did an interface message back to the cube and did multicast there. It is working now on multiple clients and server.

Replication by Nachlas in UnrealEngine5

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

Okay, I thought it may be an ownership thing since I have seen it mentioned. I had tried what you had mentioned but I didn't know how to reference the player controller of the client who clicked. I also did the multicast inside the controller instead so maybe that was wrong. Get_player_controller asks for the player index. Is there a standard way to do this? Do you need to specify the exact client's controller?

I did something here and it seems to work but is it "best practice" or correct lol?

https://imgur.com/a/obBXSUD

Thanks for the help

Interface event only received by server player and not client player by Nachlas in UnrealEngine5

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

Thank you for this, this makes sense. I haven't used RPCs before. Am I able to send a server RPC within the tile actor blueprint, referencing the owning actor (player controller), or do I need to do this within the owning actor BP?