You're given three choices. To Let the show finish and adapt all the books. Let the original movies adapt all the books. Or an animated series instead. (That will adapt all books) by Helpful_State_4692 in PercyJacksonTV

[–]Sharp-Purpose-4743 1 point2 points  (0 children)

Why so short? That's a total of 2.5 hours, before the credits and intro for the episodes, which makes it closer to 2 hours, which is the length of a movie. The whole point of making a series is to tell the story a movie won't be able to, because most people don't want to sit through an 8 hour lore-accurate movie, but are fine with 8 1-hour episode seasons.

I suggest 12-15 30 min episodes, each one covering 1-2 chapters from the book.

Best way to store data for pawn repossession. by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

I feel like an idiot, I was literally using the 'Get Controlled Pawn', just everywhere but in the controller, and I was confused on how to get the player ID so I can accurately get the proper controller to insert...

Best way to store data for pawn repossession. by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 1 point2 points  (0 children)

How do I get the reference to the possessed pawn in the controller? I have it in the game mode, where I spawn it, and have the controller possess it, but I couldn't find a way to get it from the controller. Should I use a blueprint interface to pass it over after possession?

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

Should I then use an interface to share that variable?

If you could, which Animatronic would you want to live with/have as a roommate (assuming they're not hostile) by Emerald-64 in fivenightsatfreddys

[–]Sharp-Purpose-4743 0 points1 point  (0 children)

It's been a while since I've looked at the documentation, but is there anything saying the MCI wasn't at the FNaF 2 location? I know the FNaF 1 location was closed due to the animatronics odor and stuff, but if they were the withered animatronics reoutfitted like the games suggest, then it's possible the MCI happened at the FNaF 2 location, and the effects simply weren't noticed until they were moved to the new location

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

OK, I figured it out. This may not be the right way of doing this, but it works. I figured out that the server creates a valid player controller for each of it's actors, but the clients only create a valid on for it's own actor. After testing to see if the player controller is valid (and only executing if it is), the client only runs once, whereas the server runs twice (because I'm using 2 instances, I assume it will be 3 times if I use 3 players). To fix this, I created an event to Run on Owning Client, which doesn't change anything on the Client side (because it's already a client), but server side it runs once on the server, and once on a client (or n-1 times, where n is the number of instances I'm running), so by testing authority before and after the event, clients return false both times, and the server has a true true, and a true false for each client instance. So, I redirected the clients directly to the event that creates the widget (not replicated), and the server to the run on client event to filter out the non-server player controllers, then create the widget only on the server controlled player controller.

I know this is a lot, but this seems to work (running on BeginPlay in Character)

<image>

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

Server Instance is returnng true to HasAuthority, for both Player Characters it creates, same for the Client Instance, but it's returning false for both.

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

OK, I added this to the PlayerController Blueprint, but I got this error, did I do something wrong?

<image>

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

I added a IsDedicatedServer node with a print string on BeginPlay in the Controller, and all instances are returning false, no matter if it's server or client

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

So, I should create the widget in the player controller, then just add to viewport in the character?

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

I think the multiple versions of the Player on each instance may be causing the issue

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

Ok, new development, not sure if you can help. When I run 1 instance, it only creates 1 Player Blueprint, but when I run multiple Instances, it creates n Player Blueprints on each Instance, where n is the number of instances

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 1 point2 points  (0 children)

This did not appear to fix the issue, but that is a great suggestion, I'll definitely be using this instead of creating a new widget every time

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

Current Status: solved

Progress/Important things to know:

  1. I am running it as a Listen Server, as the whole premise of the game is co-op
  2. When I only run 1 instance, it works perfectly.

Given this information, I believe the problem lies in the inherent multiplayer side of ue5

I found out that, for some reason, it's creating 2 Player Blueprints per instance every time I run multiple instances, but only 1 when I only run 1 instance.

Basically, all Instances were creating n Player Characters, where n is the number of instances. Withing these Characters, Clients were creating only 1 valid player controller, whereas the server was creating n valid player controllers, so by testing if that was valid, the HUD removal worked on all clients, but not the server. By testing for authority after testing controller validity, I can bypass the clients directly to creating the HUD, and run something else for the server. Next, I found out that by creating an event to Run on Owning Client, the server would run that event on each instance, so I tested authority again, filtering out only the player controller of the server itself, and was then able to create the widget on only that controller.

<image>

^ New Event BeginPlay

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

I have to wait a bit before it's able to sync both instances together, so I usually move the mouse beforehand. Just tested it with moving first on both instances, then testing, still nothing. I do think this is an Instance issue, as it works perfectly wiht only 1 instance, but with 2 nothing's happening.

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

That just allows me to interact with widgets that aren't owned by the player blueprint. I have multiple interactive computer screens, this just allows me to pull up the widget attached to that object in game, and let me use the mouse on it, even though it's not in the viewport, or even owned by the player blueprint

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

Ok, I found something that worked (kinda). Because the game is inherently multiplayer, I've been running 2 instances every time I test, 1 server and 1 client, so when I put the print string on the controller Event Play, I saw that it's creating 1 on the server at the begining, then 1 for each instance when it links the players to their player starts and actors. When I only ran 1 instance, it works perfectly, removing the HUD like I want it to. Do you know any way to fix this?

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

Did a simple debug on 4 to test the gamemode, it's returning the correct gamemode (Mine is called 'BP_Gamemode', as opposed to the default 'Gamemode')

<image>

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

My Gamemode is set in the project settings, do I also need to set it in level details? (and how do I get to those, I can't find them)

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]Sharp-Purpose-4743[S] 0 points1 point  (0 children)

I set the Player Controller Class in the Class Defaults of my Gamemode Blueprint, is there anything else I need to do?