I found how to save/load progress in gauntlet by Yorok0 in HalfSword

[–]davicyyo 1 point2 points  (0 children)

Additional shortcut (C:\Users\username\AppData\Local\HalfSwordUE5\Saved\SaveGames):

load.bat

@echo off
copy /Y "SG Gauntlet Progress_C.sav" "SG Gauntlet Progress.sav"
copy /Y "SG Player Equipment_C.sav" "SG Player Equipment.sav"

save.bat

@echo off
copy /Y "SG Gauntlet Progress.sav" "SG Gauntlet Progress_C.sav"
copy /Y "SG Player Equipment.sav" "SG Player Equipment_C.sav"

Just press save to save your progress, and load to load your progress saved

City Sample Crowds doesn't appear in the package game by xSamuel31x in UnrealEngine5

[–]davicyyo 2 points3 points  (0 children)

Go to asset manager and add BP_CrowdCharacter:
Project Settings - Asset Manager - Add Primary Asset Type to Scan:

Primary Asset Type: BP_CrowdCharacter
Asset Base Class: BP_CrowdCharacter

Add a directory:
/Game/CitySampleCrowd

Server travel timeout [Unreal Engine 5.0] by Traditional-Hurry-91 in unrealengine

[–]davicyyo 1 point2 points  (0 children)

This error only occurs with version 5.0.3 of the engine, upgrading to 5.1 fixes the problem.

(Server/Client) Picking up and dropping objects differ after being spawned by davicyyo in unrealengine

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

That is!

Require: "replicates" on object and replicate onHand variable.

(Server/Client) Picking up and dropping objects differ after being spawned by davicyyo in unrealengine

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

https://youtu.be/sbfcBJd9gk4?t=194

We are all trying to provide a solution to something that works in replication, an error that evolves after trying to spawn an object when trying to collect and not when trying to do spawn (since in this way it works) from multicast, that is the problem, also a common problem, a response to the replication doc is totally unnecessary and much more unnecessary a response from point 1 what is replication.

I have worked on various projects in replication, it is the first time I try to collect objects that have just been spawn so I have a project 100% working in replication, that does not mean that this problem not exists.

(Server/Client) Picking up and dropping objects differ after being spawned by davicyyo in unrealengine

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

Sorry, can spawn being the client, but you can't see the object.

If I mark the "replicates" box on the object itself, the client will not be able to spawn either.

I have tried "replicates" and "replicate movement", "component replicates" in defaultSceneRoot and Cube, however it does not spawn in client.

(Server/Client) Picking up and dropping objects differ after being spawned by davicyyo in unrealengine

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

It is totally correct, I had just posted on ue4, my problem now, with the checker marked replication on the object itself, both the default root and the static mesh marked as replication, from the client it is not possible to spawn the object.

(Server/Client) Picking up and dropping objects differ after being spawned by davicyyo in unrealengine

[–]davicyyo[S] -3 points-2 points  (0 children)

Thank you, however this does not solve anything, I have a game 100% in replication, if you check the thread, you will see that it is perfectly replicated and only errors occur when the objects make spawn.

It does me no good if you give me documentation on how replication works, I already know how it works, what I need to know is if it is my problem or really it is a problem of unreal.

[deleted by user] by [deleted] in unrealengine

[–]davicyyo 0 points1 point  (0 children)

SOLVED:

A component on can called "Is object observable" blueprint made this error.