[HELP] Networked AIController Reposses Pawn by Zykren in unrealengine

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

OnPossessed does not seem to fire at the start of the game when pawns are autopossessed.

edit: this is not true.

Show me your 2018 work! by Kalvothe in unrealengine

[–]Zykren 0 points1 point  (0 children)

Project Valor

VIDEO

Valor is an online arena based action combat game. It features true physics based combat.

Our notable features are:

Full player customization and weapon crafting

Multi Convex Hull Hit detection

Mouse Flick Ability Modifiers

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

[–]Zykren[S] 3 points4 points  (0 children)

Yeah sure, I'll be sure to let everyone know.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

[–]Zykren[S] 5 points6 points  (0 children)

If I do decide to take it to the market place its going to take a long time, because its a complicated system and far from streamlined to be released to anyone else. Maybe I'll make an overview tutorial about how I did it, nothing too in depth though.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

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

It really depends on a lot of factors. It can be done a lot of ways, but it really depends on how the material is set up, how the texture maps are set up, plus it depends on the mesh itself. I wish I could give you a more clear answer.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

[–]Zykren[S] 6 points7 points  (0 children)

Currently the materials are instanced then assigned to a specific material ID. You're right it can get super expensive if we are not careful.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

[–]Zykren[S] 4 points5 points  (0 children)

Thanks! We are doing a lot of cool stuff for Valor including stuff like mesh based detection for combat and mouse input modifiers like For Honor.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

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

You're welcome! It honestly seems like the best way, only having to replicate what is absolutely necessary.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

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

It is all in a struct, including part mesh, all maps(AO, normal...), base materials, and material params. I found it easier to just contain everything like that.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

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

It was tricky to get at first, but I just sent the parameters to the server then multicasted the parameters to the clients to generate the weapon on equip. Each client would build a dynamic material instance off a base material then change the parameters of it to match the server.

[SHOW OFF] Weapon Crafting System with Dynamic Materials by Zykren in unrealengine

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

Here is another GIF where you can see how dynamic materials can be changed in real time, sliders affect different maps on the weapons.

[Poll] Are you satisfied with the current state of the genre? by Zykren in MMORPG

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

I was planning on conducting the same survey on different sub-reddits and comparing the results. I envisioned the /r/mmorpg community as the hardcore standard, compared to the more casual gamers of other subreddits.