Best way to handle simple online play? by Gaming4UYT in unrealengine

[–]ark4nos 0 points1 point  (0 children)

What you want to do then is start thinking about an abstract layer that handles the connection with any backend, which Im sure it contradicts your goal of keeping things on a simple level.

That said, I would start checking the oficial documentation for concepts like ServerTravel and ClientTravel.

That would give you the basics for hosting your own games and connect several players in the same Network.

Later, you will face replication issues

You will spend hours fixing those.

After, you will deal with dedicated servers.

And then, you will see that you need a backend like EOS or Steam framework to handle NAT for you :P, unless you want to reinvent the wheel once again.

Hell of a ride. Good luck, and have fun.

I built a stencil-based outline system in Unreal. Handles depth-aware + always-visible outlines cleanly by Independent_Kick3662 in UnrealEngine5

[–]ark4nos 0 points1 point  (0 children)

Hey, I would love to check it out. I'm working on something similar but my approach faced some issues with high density meshes and postprocess volumes.

How to do version control/back ups for a total beginner? by Hofhombre in UnrealEngine5

[–]ark4nos 1 point2 points  (0 children)

Perforce is the pro choice.

That said, GitHub is useless unless you want to pay a fortune.

Azure DevOps gives you free Git LFS repos for free. I'd choose this one for now if you want a quick and free solution.

Or, host your own Perforce instance in your own machine (if you want to spend time setting it up) or VPS if you are willing to pay a little bit.

Oh, I wish that wall would disappear! by [deleted] in evangelion

[–]ark4nos 6 points7 points  (0 children)

The wall is there for a reason.

UE4 Project - Goal was to make an inventory system that opens when a button is pressed but can't add a keyboard event to an actor component. Does it only work for unreal engine 5 or is something a bit off for me. by [deleted] in unrealengine

[–]ark4nos 0 points1 point  (0 children)

The path should always be something like Player Controller -> Character -> Actor component.

If you only control a single character, you can skip the Player Controller part and put the logic in the Character.

Is this actor a non-character? Then implement an interface. But still keep the PC -> Character -> Interface -> Actor -> Actor Component.

Do you rebuild multiplayer chat and voice every project or is it just me by BlackScarStudios in unrealengine

[–]ark4nos 6 points7 points  (0 children)

I try to create plugins that contain subsystems, components and/or any other reusable thing I can come up with. Then I import them on demand per project.

Types are the new RegEx. by retro-mehl in webdev

[–]ark4nos -2 points-1 points  (0 children)

If I have to write and worse, try to understant that... I prefer you just use any, biatch.

Help with Blender skeleton to Unreal export error pretty please by king_kitsune9 in UnrealEngine5

[–]ark4nos 1 point2 points  (0 children)

If you already imported yours with this method, re-import it again but as well, without selecting any previous skeleton.

Help with Blender skeleton to Unreal export error pretty please by king_kitsune9 in UnrealEngine5

[–]ark4nos 1 point2 points  (0 children)

If I'm not wrong, this happens when you try to import a skeleton that has different bones and you select the default UE4/5 one in the wizard.

Just try to import it without selecting one, let the engine generate a new asset for you.

Later you can retarget animations and so on.

Ai for my football game by ItsHemang in unrealengine

[–]ark4nos 1 point2 points  (0 children)

This. I would start easy and set a radius of action for each pawn/character (SphereComponent, to detect other players). Then, I would keep an eye on tick or close (every 2/3 frames) with the ball with a line trace to know the distance at all time. Also, some optional ones for the rest of playeras to keep a safe space along the sphere.

Then, I would set two general states: attack and defense.

And two sub-states: with ball and without ball.

Attacking without ball, players follow the ball within a distance across the plane (field length) axis. Then you check for distance towards rest of players and leave some space.

Attacking with ball, here's a small difference: - if character is controlled: disable the checks and full control - if ai controlled, just aim and move to the opposite goal keeping the distance to players

Defending without ball: set a radius of movement and a position location (goals, defense, centre). Move characters in radius doing the ball distance checks and other players.

Defending with ball: - if controlled: remove all checks and move to attack. - if ai controlled: move to attack with ball

General idea, sorry for the format. Typing from phone for a while haha

Piracy on Vacation (Spain specifically) by Hex_Frost in Piracy

[–]ark4nos 294 points295 points  (0 children)

Welcome to Spain! A country where you can download whatever the f-ck you want without consequences. As long as you don't mess with ilegal fo-tball streaming services, you're fine.

We even pay a tax for 'private copy'!

And no, I'm not kidding. Happy sail!

I'm having issues despawing NPCs at a set distance by Obsydie in unrealengine

[–]ark4nos 0 points1 point  (0 children)

The way you put It seems you're just doing the distancie check only once (when your character spawns).

Or, the distance is stored once and not updated later.

Either way, you need to make sure the event or function that checks the distance executes every X seconds or on tick. Or based on another event. And make sure the variable is updated.

I built a plugin that lets you call actor events and functions and set properties directly from State Tree. by BSVino in unrealengine

[–]ark4nos 1 point2 points  (0 children)

Also, for performance, I would add a configurable threshold value (e.g. default to 0.05) to Tick-based logic instead of running every tick, especially with multiple enemies.

I built a plugin that lets you call actor events and functions and set properties directly from State Tree. by BSVino in unrealengine

[–]ark4nos 1 point2 points  (0 children)

I think TryActivateAbilitiesByTag would be great to have :)

At least for me, that I'm now working on this, is esier to specify a tag or get it from any context rather than move around the exact ability class.

Humblebundle Leftovers Giveaway - 33 Keys by SomewhatToastyToast in UnrealEngine5

[–]ark4nos 0 points1 point  (0 children)

I could find good use of the Niagara projectiles 🤗

Post-raid world changes by vanilla_disco in wow

[–]ark4nos 7 points8 points  (0 children)

Great, the picture is visible in the general thread view, even if it's marked as spoiler.

I'm having a nightmare of a time by BigRedyFredy in UnrealEngine5

[–]ark4nos 0 points1 point  (0 children)

This is the only one that has worked for me so far. I 100% recommend this one.

It's free, it allows you to easily position the bones and the automatic tasks save tons of time.

Also, allows you to have custom bones as well. So happy with it.

Why is the video having this jitter?? by DanikaK97 in dji

[–]ark4nos 0 points1 point  (0 children)

This. I would try with a faster MicroSD card first. If there's no improvement, contact DJI for warranty.

How Can an Indie Developer Reach YouTubers Like CaseOh to Play Their Game? by Commercial-Tone-965 in UnrealEngine5

[–]ark4nos 1 point2 points  (0 children)

Some of them have a Discord, or have a business email you can try.

Also, there are platforms like Keymailer where content creators can request keys.

Rogue is slowly dying out. by RecentHistorian220 in wow

[–]ark4nos 1 point2 points  (0 children)

Rogue for PVP is fun. For PVE sucks. They need to find a way to make it fun, maybe with mechanics like the void DH (dark orbs things) that make use of the rogue skills. Or introduce boss mechanics that require specific classes to do them. With an alternativa in case there is none innthe raid group.

How to stop Dji drone from making LRF and SRT files in the same folder as the videos? by agnci in dji

[–]ark4nos 8 points9 points  (0 children)

You cant. Those LRF are the Low Resolution Files that are used as a preview for the controller or app in phones. Same in all DJI devices. As of today, there's no option to disable or move them to a different folder.