Beginner Multiplayer Lobby Template - How to Modify and Use Tutorial | Unreal Engine 5 Marketplace
Вставка
- Опубліковано 29 вер 2024
- 👨🏫 My Patreon link:
/ kekdot
Download Project Files | Premium Tutorials | Courses
🕹️ Get our Game on Steam | The Anomaly Project:
store.steampow...
---
🛒 Download it on the Marketplace:
www.unrealengi...
What is the Beginner Multiplayer Lobby Template? 🌐
The Beginner Multiplayer Lobby Template is a professionally made Noob Friendly Lobby Solution that can get you directly into Multiplayer Development. Host & Join Sessions, Character Select, Player List, Chat, Main Menu, and much more!
🖥️ Perfect for beginners and indie developers who are looking for a Beginner Friendly Lobby solution to build their multiplayer project off of.
✅ Want to skip having to create your own multiplayer session setup? Then BML gets you started! 😄
#unrealengine #lobby #multiplayer
---
Welcome to Kekdot!
👨🏫 Our Patreon - Download Project Files | Premium Tutorials | Courses:
/ kekdot
🛒 Our Unreal Engine Marketplace Templates:
www.unrealengi...
👾Join our Discord:
/ discord
📆 We upload videos on a weekly basis
📰 Follow us on:
Instragram: @kekdotyoutube
Twitter: @kekdot
Reddit: @kekdot
Hey guys,
👨🏫 My Patreon link:
www.patreon.com/kekdot
Download Project Files | Premium Tutorials | Courses
💦 Get our Game on Steam | Kekdot Center:
store.steampowered.com/app/1487180/Kekdot_Center/
I just bought this off the marketplace and I love it! I was wondering If there's a possibility of you making a playlist or something to explain everything that is inside this product? I'd love to really understand why you have set up certain things and how they are connected.
Great stuff. Very well made and put together. Curious if it's simple to switch it to a dedicated server? (I've set up a dedicated server in the past for a paid project)
What is your prefered method of getting the player name to a nameplate widget attached to a character,? I have a RPC set up to set the name on the server when the client is ready, and then my widget has a binding to that variable, the binding doesnt seem bad but they do run on tick, I wonder if there is a nice way to do it.
Init both the server and the clients with the player name.
So set it on beginplay.
I’ll do a tut on it soon, but it’s also shown how I do it inside of this template.
How did you get around the seamless travel issue when transferring players from the lobby to the main level without having anyone booted out?
so the biggest problem i faced after purchasing the template is when i try to run the game after packageing it, it gives me infinite black screen after boot screen, i don't know why its happening the game is running fine in editor mode but stuck on black screen after i tried to package and run the game, i tried your discord ticketing method but it won't let me, can anyone help?
correction, the open level by name is broken
ua-cam.com/video/YkREeqmXkHc/v-deo.html&ab_channel=Kekdot more explained here.
Hello, I believe this issue is specific to Unreal version 5.1.
I had this issue as well. To fix it, I went to project settings then searched for:
"List of maps to include in a packaged build"
There should be some array elements where you can populate with the names of the maps.
The product is loading from a packaged build as expected for Unreal version 5.03
hello kekdot! thank you for this wonderful product! I have a question, how can I create more levels online? thanks and regards! 🙏🏼
So this is just a features video, NOT a documentation video. thats pretty frustrating
The Unreal Documentation is essentially all you need. The product is merely a result of how Unreal Engine works. Hence the entire product is commented and the Unreal Documentation should be of help answering any questions.
Damn i just loaded up my pc to begin working on my game and this is the first video i saw! this looks great
I was interested in buying one of your multiplayer solutions. Can you explain the difference between this and your modular multiplayer add on? Is this one just more beginner friendly?
okay so im having a problem cause im planning on not putting this on steam or epic so idk how to get the lobby system to work
Could I use the lobby level as a sort of 'metaverse game' where people can just join, work/run around, fight, drive cars etc?
Can I set the base class as the parent of a diffrent character blueprint would that work with your system
How can I create more levels online so as not to affect memory on PC? Thanks friend🙏🏼
I definitely going to give you Credit when I finish my game
can you use this system for making a Xbox game
So what subsystem do you use to connect? - I have used it to connect to the valve developer platform, is that not required?
Hi there,
The template is compatible with any subsystem of choice.
You can use Steam, or EOS, or any other Unreal Engine compatible subsystem.
One thing I'd love to see explained is Widget to Widget communication.
Say a Client updates a widget list (such as a Team Members List), by joining it etc.
Then have all other clients update their widgets with the same information.
There surprisingly aren't many widget to Widget documentation.
Nice suggestion, I'll make some of those good idea!
I do currently have a PlayerList tutorial, you might find that interesting, check my recent uploads for it =D
Dope, You should add preset game modes (:
You seem really experienced with multiplayer implementation. Would you ever consider making a tutorial on RTS multiplayer implementation? Stuff that works well with lots of in lobby actors.
Anyway loved the video!
Yeah sure why not, I'll have to think of a nice setup then . Any suggestions for what you'd like to see?
@@Kekdot One that I noticed was severely lacking in tutorials and implementations in general was the lockstep model traditionally used for RTS games to comfortably make sure all players in a lobby can stay connected with lots of actions taking place. But I would welcome any sort of tutorial on the subject of multiplayer RTS implementation.
if it has a password protection session i would buy it right away but please can you add it ? so no one can join our session
Hi there,
That would need to be handled by your subsystem and not from the game code. Plugins like SteamCore plugin offer these types of options for hosted sessions. Something like this can not properly be done with UE side code, only through session side code. (So subsystem logic).
Hope that helps!
@@Kekdot ok thank you so much for your reply i appreciate it
Hi, Kekdot. I am glad I've found your channel recently! Tyvm for such a valuable content!
Actually, I am curious, do you use GameInstance to persist lobby runtime data like game settings(respawn timeout, selected characters, etc.)?
Yeah I do actually haha! And glad to hear you like the channel.
Could you please also support 4.27 Versions. So many users still use 4.27