In multiplayer mode I was able to collect all the swords from the map even though I already had one, I fixed this by changing the network execution policy in GA_CollectSword from Local Predicted to server initiated, now everything works perfectly. 03:45
i'm sorry, but what about the particle effect and sound of when you pick up? in my case it is shown only on one of the two clients, but the sound isn't played at all, or at least is what it seems
Hey, great video but I still find an issue in my implementation, maybe someone can help. My Objects (Collectable and Attached Swords) are not replicated properly as show in the beginning of the Video. From Server View everything looks fine but for the client the collectables does not visually disappear when picked up and the sword wielded by the server is not shown from Client-View. Can anyone help please? :) Edit: I fixed the collectable-pickup by activating Replication in the BP_Collectable but I still can't see the Sword in the Server-Characters Hand when watching from Client... Edit 2: I am stupid... I forgot to set my BP_Sword to Replicated as Well xD Ive searched for over 2 hours... but well, thats what programming is like :D
I noticed two things. The sound for the pickup isn't replicated on the clients from the Gameplay Cue Notify and the clients are able to pickup the sword more than once. Not sure if this is covered in later videos or not.
Hello, very good tutorial, do you also know how to make a hand-to-hand combat system like the last of us game? It is an advanced system, I don't know if it is possible in unreal engine
I can't get it to work, been trying for hours, I'm doing top down game, I can make it work in between server and client but in between clients is where I'm having trouble with I'm doing exactly this video and calling the play montage replicated event on an input
Please do not do this. Use a multicast RPC instead. It is the same end result but much, much cleaner. Also, as a general rule: if you find that you are using a Delay/Timer in your solution, your solution can probably be improved.
@@jhonnyappleseed1786 Then you conduct yourself poorly and don't know how to give constructive feedback. Why comment at all. There are form posts with people who claim to be network engineers on fortnite, and they have said different things.
In multiplayer mode I was able to collect all the swords from the map even though I already had one, I fixed this by changing the network execution policy in GA_CollectSword from Local Predicted to server initiated, now everything works perfectly. 03:45
oh thanks for letting me know
What about Animation Montage with interrupt, blend out ect? Not Play anim montage
this is really clever way to do it , great video brother
Thank you! Cheers!
i'm sorry, but what about the particle effect and sound of when you pick up? in my case it is shown only on one of the two clients, but the sound isn't played at all, or at least is what it seems
Can we use Play and wait montage in in the gameplay ability
Does this support client side prediction ??......please test with network emulation enabled and set the lag to something high like 200 ms.
Great tutorial! However, it only works if I set PlayMontageReplicated to replicate on server. I hope that is correct?
Hey, great video but I still find an issue in my implementation, maybe someone can help. My Objects (Collectable and Attached Swords) are not replicated properly as show in the beginning of the Video. From Server View everything looks fine but for the client the collectables does not visually disappear when picked up and the sword wielded by the server is not shown from Client-View. Can anyone help please? :)
Edit: I fixed the collectable-pickup by activating Replication in the BP_Collectable but I still can't see the Sword in the Server-Characters Hand when watching from Client...
Edit 2: I am stupid... I forgot to set my BP_Sword to Replicated as Well xD Ive searched for over 2 hours... but well, thats what programming is like :D
Thanks for this comment
I noticed two things. The sound for the pickup isn't replicated on the clients from the Gameplay Cue Notify and the clients are able to pickup the sword more than once. Not sure if this is covered in later videos or not.
I fixed the sword pickup issue later on. I’ll check the sound issue too
@@CodeLikeMe Thsnkd for the reply! This series is great :D
@@mebessusn Multiple pickup issues will be fixed in Lesson 16, Pickup effects will be fixed in Lesson 26.
Does this also work with the interaction gym animation tutorial you did?
yes. you can use the same approach for that too
@@CodeLikeMe I tried it out and could not get it working. while watching this video you didnt show if the custom event was replicated at around 12:52
i apply client mode for 2 player but i can't move my character or player 2, my input don't works, any have idea ?
I have juste 2 client not have 1 client and 1 server
are you saying you can't move at all?
movement replication works even on default third person project. you don't have to do anything at all.
@@CodeLikeMe yes my fault because in try to follow this tuto with GAS project ( GAS Sample to Epic Game )
Proper way is use GAS framework :D You have animation node in abilities, why use elsewhere?
not sure how you toggle client screens?
shift+f1 to get mouse visible, and alt+tab to switch between windows
Hello, very good tutorial, do you also know how to make a hand-to-hand combat system like the last of us game? It is an advanced system, I don't know if it is possible in unreal engine
see if this works for you
ua-cam.com/play/PLNTm9yU0zou6LIo3TI2k1nYhfSfTN1gpz.html
@@CodeLikeMe Wow, that's great, you're the best, thank you (:
how do you toggle between client screens?
shift+f1 to get mouse visible, and alt+tab to switch between windows
Thank you for responding
I am going to try this way, brb
I can't get it to work, been trying for hours, I'm doing top down game, I can make it work in between server and client but in between clients is where I'm having trouble with
I'm doing exactly this video and calling the play montage replicated event on an input
GAS based fishing system please!!!
Thanks for the suggestion, But I want to explore more general topics such as a melee combat system before trying something like this.
Please do not do this. Use a multicast RPC instead. It is the same end result but much, much cleaner.
Also, as a general rule: if you find that you are using a Delay/Timer in your solution, your solution can probably be improved.
Epic advises you use multicast RPC's sparingly. OnRep is the correct approch. Cleaner also does not always equal more efficient.
@@jaylapointe1654 You could not be more wrong if you had actually put in effort.
@jhonnyappleseed1786 okay then. Go look at how epic does fortnite. You are the one who is wrong.
@@jaylapointe1654 I am an Epic engineer. I don't work on Fortnite, but I can assure you, you are talking out of your ass.
@@jhonnyappleseed1786 Then you conduct yourself poorly and don't know how to give constructive feedback. Why comment at all.
There are form posts with people who claim to be network engineers on fortnite, and they have said different things.