Rogue Entity
Rogue Entity
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Multiplayer Framework Setup | Section 7 | Part 1 | MP | RTS Framework | UE5
Adding a Multiplayer Framework plugin to the RTS Framework.
Timestamps:
00:00 Start
00:05 Review
02:10 Code
Multiplayer Framework Series:
th-cam.com/video/ipDVdj-WYbY/w-d-xo.html
Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity
Support, Share, Follow or just become a member of a Game Developer Community
Discord: roguentity.wixsite.com/rogue-entity/discord
Follow Twitter: RogueEntity2
Please leave a Like if you found the video helpful and Subscribe for more.
Thanks for watching!
#UE5 #UnrealEngine5 #UE5Tutorial #UnrealEngine #GameDev #GameDevelopment
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มุมมอง: 68

วีดีโอ

PCG SubGraphs | PCG Examples | Episode 2 | UE5.4
มุมมอง 11814 วันที่ผ่านมา
Episode 2 - Convert our point generators into reusable subgraphs, and create reusable subgraphs to remove paths from our generations. Timestamps: 00:00 Start 00:05 Lesson 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: rogue...
Rogue Development Log | May 2024 | UE5
มุมมอง 20714 วันที่ผ่านมา
Update on our work for May 2024. Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discord Follow Twitter: RogueEntity2 Please leave a Like if you found the video helpful and Subscribe for ...
Introduction to PCG | PCG Examples | Episode 1 | UE5.4
มุมมอง 26621 วันที่ผ่านมา
Episode 1 - About PCG, how PCG works and intro to generating basic points inside different volumes. Timestamps: 00:00 Start 00:05 Setup 02:34 About 04:15 Box Bounds 09:05 Spline Bounds 14:35 Randomisation Basics Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Deve...
Configure Ai Data and Assets | Section 6 | Part 6 | Ai | RTS Framework | UE5
มุมมอง 163หลายเดือนก่อน
In this part, we configure the Ai Data and Assets required to set up and operate our Ai, including team data. Timestamps: 00:00 Start 00:05 Lesson 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-...
Interfacing with the Teams Manager | Section 6 | Part 5 | Ai | RTS Framework | UE5
มุมมอง 106หลายเดือนก่อน
In this part, we set up interfacing with our Teams Manager to handle setting up a player and entity team and the tasks required to occur when a team change is initiated. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer C...
Implementing a Teams Manager Component | Section 6 | Part 4 | Ai | RTS Framework | UE5
มุมมอง 110หลายเดือนก่อน
In this part, we implement the teams manager component that will handle the creation of teams and the assignment of players to a team. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsit...
Implementing a Teams Plugin | Section 6 | Part 3 | Ai | RTS Framework | UE5
มุมมอง 145หลายเดือนก่อน
In this part, we create the RTS Teams Plugin and begin configuring our Teams Data. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discord Follow Twitter: twitter.c...
Data Driven Ai Behavior and Perception | Section 6 | Part 2 | Entities | RTS Framework | UE5
มุมมอง 152หลายเดือนก่อน
In Part 2, we continue our implementation of the Ai Controller adding configuration of the Ai's Behavior Tree, Blackboard and Perception from our Ai Data setup. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community ...
Intro to Data Driven Ai | Section 6 | Part 1 | Entities | RTS Framework | UE5
มุมมอง 230หลายเดือนก่อน
Welcome to Section 6, introducing Ai. In this video, we cover what the AiController, Behaviour Trees, and the Blackboard are and how they make up our Ai. We also touch on the Perception and Environment Query Systems. Then we begin implementing our Ai Data and Controller. Timestamps: 00:00 Start 00:05 Lesson - Ai Controller 01:11 Lesson - Behaviour Tree 03:10 Lesson - Blackboard 04:00 Lesson - P...
Implement Double Click Select Type | Section 5 | Part 11 | Entities | RTS Framework | UE5
มุมมอง 1442 หลายเดือนก่อน
In this part, we implement a Double Click input into the Framework and setup a Double Click on an entity to select all entities of that type on the viewport. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Dis...
Implementing Subgroups | Section 5 | Part 10 | Entities | RTS Framework | UE5
มุมมอง 1692 หลายเดือนก่อน
In this part, we implement SubGroups for our Entity Groups and include SubGroups into our selection system. We also implement some selection modifiers. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: ...
Extending Selection | Section 5 | Part 9 | Entities | RTS Framework | UE5
มุมมอง 1262 หลายเดือนก่อน
In this part, we extend selection by finishing our modifier key setup and implementing single entity selection. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/disc...
Implementing Selection Visualisation | Section 5 | Part 8 | Entities | RTS Framework | UE5
มุมมอง 2282 หลายเดือนก่อน
In this part, we implement the materials and code required to visualise our selections. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discord Follow Twitter: twit...
Create Entities from Data Assets | Section 5 | Part 7 | Player | RTS Framework | UE5
มุมมอง 1852 หลายเดือนก่อน
In this part, we begin spawning our entity actors from the entity data assets. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discord Follow Twitter: R...
Create Groups from Data Assets | Section 5 | Part 6 | Player | RTS Framework | UE5
มุมมอง 1192 หลายเดือนก่อน
Create Groups from Data Assets | Section 5 | Part 6 | Player | RTS Framework | UE5
Implementing a Player Loadout Manager | Section 5 | Part 5 | Entities | RTS Framework | UE5
มุมมอง 2642 หลายเดือนก่อน
Implementing a Player Loadout Manager | Section 5 | Part 5 | Entities | RTS Framework | UE5
Implementing Entity Data Assets | Section 5 | Part 4 | Entities | RTS Framework | UE5
มุมมอง 2243 หลายเดือนก่อน
Implementing Entity Data Assets | Section 5 | Part 4 | Entities | RTS Framework | UE5
Widget UI Box Selection C++ | Section 5 | Part 3 | Entities | RTS Framework | UE5
มุมมอง 2733 หลายเดือนก่อน
Widget UI Box Selection C | Section 5 | Part 3 | Entities | RTS Framework | UE5
Implementing RTS Selection | Section 5 | Part 2 | Entities | RTS Framework | UE5
มุมมอง 2723 หลายเดือนก่อน
Implementing RTS Selection | Section 5 | Part 2 | Entities | RTS Framework | UE5
Implementing an RTS Entities Plugin | Section 5 | Part 1 | Entities | RTS Framework | UE5
มุมมอง 2943 หลายเดือนก่อน
Implementing an RTS Entities Plugin | Section 5 | Part 1 | Entities | RTS Framework | UE5
Implementing RTS Character | Section 4 | Part 1 | Character | RTS Framework | UE5
มุมมอง 3153 หลายเดือนก่อน
Implementing RTS Character | Section 4 | Part 1 | Character | RTS Framework | UE5
Debugging Tools | Section 3 | Part 4 | Player | RTS Framework | UE5
มุมมอง 1933 หลายเดือนก่อน
Debugging Tools | Section 3 | Part 4 | Player | RTS Framework | UE5
RTS Player Pawn | Section3 | Part3 | Player | RTS Framework | UE5
มุมมอง 4414 หลายเดือนก่อน
RTS Player Pawn | Section3 | Part3 | Player | RTS Framework | UE5
Implementing RTS Player Input | Section3 | Part2 | Player | RTS Framework | UE5
มุมมอง 3465 หลายเดือนก่อน
Implementing RTS Player Input | Section3 | Part2 | Player | RTS Framework | UE5
Unreal Base Classes | Creating RTS Player Plugin | Section3 | Part1 | Player | RTS Framework | UE5
มุมมอง 4405 หลายเดือนก่อน
Unreal Base Classes | Creating RTS Player Plugin | Section3 | Part1 | Player | RTS Framework | UE5
Continuing Implementation of a Game Phase System | Section 2 | Part 3 | Core | RTS Framework | UE5
มุมมอง 3535 หลายเดือนก่อน
Continuing Implementation of a Game Phase System | Section 2 | Part 3 | Core | RTS Framework | UE5
Delegates | Implementing a Game Phase System | Section 2 | Part 2 | Core | RTS Framework | UE5
มุมมอง 5005 หลายเดือนก่อน
Delegates | Implementing a Game Phase System | Section 2 | Part 2 | Core | RTS Framework | UE5
Data Assets | Implementing Data-Driven Game Modes | Section 2 | Part 1 | Core | RTS Framework | UE5
มุมมอง 5205 หลายเดือนก่อน
Data Assets | Implementing Data-Driven Game Modes | Section 2 | Part 1 | Core | RTS Framework | UE5
What is the Player State | Section1 | Part6 | Core | RTS Framework | UE5
มุมมอง 6125 หลายเดือนก่อน
What is the Player State | Section1 | Part6 | Core | RTS Framework | UE5

ความคิดเห็น

  • @Tavison
    @Tavison 9 นาทีที่ผ่านมา

    Instead of if statements, you could set the bits of an int/char/etc and they would form your enum. So, assuming these are bits and a bit of pseudo code: int value = (Shift & (alt >> 1) & (ctrl >> 2) & (space >>3); Then cast it to your enums.

  • @Tavison
    @Tavison 3 ชั่วโมงที่ผ่านมา

    Where did I miss making a blueprint player? I can't proceed. :( So far, great job!

  • @IconicDesigns
    @IconicDesigns วันที่ผ่านมา

    i seem to get this error, any ideas? [SM6] SceneTexture expressions cannot be used in opaque materials except if used with the Single Layer Water shading model.

    • @rogueentitydev
      @rogueentitydev 19 ชั่วโมงที่ผ่านมา

      hmm thats odd, is the Material Domain set to Post Process?

  • @gabrieltadeu4740
    @gabrieltadeu4740 7 วันที่ผ่านมา

    VALEU

  • @HoundBrothers
    @HoundBrothers 9 วันที่ผ่านมา

    You explained really well what I was looking for. Thanks you !

  • @user-qo4yb3ru7c
    @user-qo4yb3ru7c 12 วันที่ผ่านมา

    I can't figure out how to solve this error. RTSCore_GameState.h(40): [] You cannot use the raw enum name as a type for member variables, instead use TEnumAsByte or a C++11 enum class with an explicit underlying type. But the GPT chat says : Using raw enum, which is not recommended in Unreal Engine. It is better to use enum class instead. No explicit type for enum, which is required for use in UPROPERTY. There is no UMETA meta information, which is necessary for integration with the Unreal Engine editor. To fix these problems, let's rewrite the enum using enum class with an explicit uint8 type, and add the meta information: I can change all this. not a problem I just want to understand how to solve this. And thanks for the tutorials. and adjust your microphone, sometimes you can't understand what you're saying!)))

  • @codywst
    @codywst 15 วันที่ผ่านมา

    Do you have any recommendations for tutorials to do as a precursor to this? Either your own or another, I'm new to Unreal but know my way around the ports and hotkeys.

    • @rogueentitydev
      @rogueentitydev 14 วันที่ผ่านมา

      If you are starting out with Unreal I'd highly recommend gamedev.tv c++ courses. Not free but not expensive (on sale). I don't really have much beginner content myself.

  • @unscriptedlogicgames
    @unscriptedlogicgames 18 วันที่ผ่านมา

    Ooh I like the tactical and normal walk. Environment looks really nice.

  • @hydrawq
    @hydrawq 19 วันที่ผ่านมา

    thanks for the video nice explanation can i know is it effiencent to use it for mobile games?

    • @rogueentitydev
      @rogueentitydev 19 วันที่ผ่านมา

      I have not done any work with mobile games, but I cant see why not, so long as the object count is within budget of whatever you need it to be on mobile it should be ok.

  • @artoriasdenostradamus3628
    @artoriasdenostradamus3628 21 วันที่ผ่านมา

    this is the final part or will continue ?

    • @rogueentitydev
      @rogueentitydev 21 วันที่ผ่านมา

      Definitely continuing, preparing to do a Command System for movement of entities next, just have some bugs I want to iron out before I start on it.

    • @rogueentitydev
      @rogueentitydev 21 วันที่ผ่านมา

      I will continue the Ai part as well but for the moment needed it to a base level to do movement

  • @jonbv2434
    @jonbv2434 21 วันที่ผ่านมา

    what is its limitation? is it only for 2 players or can be 4 players?

    • @rogueentitydev
      @rogueentitydev 21 วันที่ผ่านมา

      There is no limit as far as I know, possible the Unreal OnlineSubsystem has a limit im not sure but otherwise I think the limit would be the ability to run the game before you needed a dedicated server. Keep in mind this framework is aimed at testing your game for mp in its current form and is not suitable for published games but can be expanded upon. Its based on the UE5 Lyra mp system which is a showcase and experimental.

    • @jonbv2434
      @jonbv2434 21 วันที่ผ่านมา

      ​@@rogueentitydevThank you for the enlightenment, last thing i want to ask, it can be expanded into p2p?

    • @rogueentitydev
      @rogueentitydev 21 วันที่ผ่านมา

      It is a peer to peer setup, one player hosts others join etc.

    • @jonbv2434
      @jonbv2434 21 วันที่ผ่านมา

      @@rogueentitydev is there pure Lyra course you have, I would like to see it as well (BP and C++ -- beginner to advanced)

    • @rogueentitydev
      @rogueentitydev 21 วันที่ผ่านมา

      I personally think Lyra is too overly complex to be a good starting template. Why I created this MP plugin as its the Lyra setup just simplified, how a good starting template should be. I am not aware of any Lyra courses.

  • @NeilDonkin
    @NeilDonkin 27 วันที่ผ่านมา

    If anyone gets this compilation error: "You cannot use the raw enum name as a type for member variables, instead use TEnumAsByte or a C++11 enum class with an explicit underlying type." You must declare your enum property like so, using TEnumAsByte: UPROPERTY() TEnumAsByte<ERTSCore_GamePhaseState> GamePhase;

  • @Exovize
    @Exovize 28 วันที่ผ่านมา

    What shortcut did you use at 3:41?

    • @rogueentitydev
      @rogueentitydev 28 วันที่ผ่านมา

      Hold S and LeftClick - Create Scalar Param

  • @saeedzamani1503
    @saeedzamani1503 29 วันที่ผ่านมา

    Thanks

  • @rogueentitydev
    @rogueentitydev หลายเดือนก่อน

    At 10:50 Creating the SPlayerController class you need to inherit (Parent Class) from the CommonPlayerController

  • @sbruni64
    @sbruni64 หลายเดือนก่อน

    great tutoriel , Thank U so much

  • @KamilSezai
    @KamilSezai หลายเดือนก่อน

    thank you.

  • @PablitoCarmelito
    @PablitoCarmelito หลายเดือนก่อน

    Thanks for a great tutorials - tons of informations and no unnecessary informations. Love it! I found it very useful for my projects and learning UE5 overall.

  • @yevgeni10
    @yevgeni10 หลายเดือนก่อน

    Is this click on move mouse ??

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      This is creating a marker for click to move.

    • @yevgeni10
      @yevgeni10 หลายเดือนก่อน

      @@rogueentitydev I'm trying to create a mouse system for RPG or MMO like in WOW.

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      @@yevgeni10 Are you talking about a 3rd person mouse look? You don't click to move in Wow?

    • @yevgeni10
      @yevgeni10 หลายเดือนก่อน

      @@rogueentitydev You have the option to use click to move in wow. But in fact wow uses A and D to turn sides and mouse click to move on sides.

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      @@yevgeni10 I think maybe you need to look into the Camera Manager - th-cam.com/video/4D1i6igqR_g/w-d-xo.html

  • @darkwraithcovenantindustries
    @darkwraithcovenantindustries หลายเดือนก่อน

    is there any way to make the outline look like it was hand drawn or with a texture like an ink brush in procreate? Or do these always have to be hard, perfectly straight lines?

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Evans Bohl does a more advanced version that looks hand drawn, otherwise maybe look at the overlays, much easier to use textures and other effects.

  • @webpoint4737
    @webpoint4737 หลายเดือนก่อน

    I am getting error in StartNextPhase() function the error is "No Operator+ matches arguments of type ERTSCore_GamePhaseState and int" , line "const int32 NextPhaseIndex = static_cast<int32>(GetGamePhaseState() + 1)" please take a look

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Is your ERTSCore_GamePhaseState a class? (enum class ERTSCore_GamePhaseState) ?

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Ah wait i think you have a misplaced bracket on the cast, should be const int32 NextPhaseIndex = static_cast<int32>(GetGamePhaseState()) + 1;

    • @webpoint4737
      @webpoint4737 หลายเดือนก่อน

      @@rogueentitydev Thank you

    • @user-qo4yb3ru7c
      @user-qo4yb3ru7c 12 วันที่ผ่านมา

      @@rogueentitydev Well I also specified enum class ERTSCore_GamePhaseState, but the error still points to const int32 NextPhaseIndex = static_cast<int32>(GetGamePhaseState() + 1); Even though when I put +1 for brackets it worked.

  • @SamuelHue
    @SamuelHue หลายเดือนก่อน

    Legend thank you.

  • @hydrawq
    @hydrawq หลายเดือนก่อน

    what can we do for mobile device, where input is touch will GetHitResultUnderFinger works? or is there any better method? thanks for the video

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      I havent done any mobile implementations im sorry. Hopefully someone else out there can help you!

  • @chrisobrooks6662
    @chrisobrooks6662 หลายเดือนก่อน

    Could you go over the process of applying this to a characterBP/actor in the future?

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      My focus is C++. However, the process for applying this to a character is absolutely no different. All the values are there under Rendering, the Render Custom Depth Pass setting, CustomDepth Stencil Value etc. If you need to change or turn it off or on during runtime there is Blueprint functions for setting these values, just drag off the Character Mesh and you will find SetRenderCustomDepth node and SetCustomDepthStencilValue node etc. If you need a hand with it jump on the discord, happy to help out there.

  • @Deidalt
    @Deidalt หลายเดือนก่อน

    It worked on my spline meshes thanks !

  • @tprice112106
    @tprice112106 หลายเดือนก่อน

    God bless you for making this series 😂. I am not trying to make an RTS but sooooo much of this stuff I need to learn. Thank you for the help!

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Awesome! Glad it's helped.

  • @isad9002
    @isad9002 2 หลายเดือนก่อน

    Is there a way to make where you cant see the outline behind walls?

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      If you setup the material with the method shown in the colors tutorial this should solve your issue. th-cam.com/video/plMGQI5N1Co/w-d-xo.htmlsi=E3fdb6DVA9RdPYHR

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      If you dont need the different colors just skip that part.

  • @aberrythvtt
    @aberrythvtt 2 หลายเดือนก่อน

    ugh I give up, nothing but error messages Edit: 19,307 Errors, 1,178 warnings. I guess cpp is not for me lmao Edit 2: Now I just can't open the project at all. Looks like I've wasted a few hours for nothing SMILE

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      Happy to help you out if you want to join the discord. You can do it!

  • @kylemason01
    @kylemason01 2 หลายเดือนก่อน

    Btw for anyone using the system into the modifier keys there is an alternate method to do this without using the bools and Enums etc just look into Chorded Action Modifiers in your Input Action objects. It makes it so much easier so you can create as many you like. I combine two for example shift then alt with the E key being the primary input key then also add a pressed modifier so the player is forced to press shift+alt+E to trigger the event. This method will only fire once though. If you want something to fire when any of those buttons are pressed down you can remove the pressed modifier and or look into the Combo Modifer which at the time of me writing this in the BETA stage of development.

  • @BooneyTune
    @BooneyTune 2 หลายเดือนก่อน

    This series looks fantastic. I am looking forward to getting started.

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      Hope you enjoy it, gl!

  • @felipebuenno94
    @felipebuenno94 2 หลายเดือนก่อน

    Is it possible to animate this in Sequencer? Additionally, could you guide me on creating a pulse-like fade in and out effect with volume processing? I attempted to utilize the keyframe Blend Weight from 1 to 0, but it didn't yield the desired result. I'm struggling to achieve the fade effect using this method by volume proccess inside the sequencer."

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      You probably want to add a time node to achieve a pulse effect. I believe I do this in the Move Marker material tutorial if you want to check that out and extract the pulse part. For animating you want to do it with material parameters I think. Adding what effect you need that way.

  • @arrowsdev
    @arrowsdev 2 หลายเดือนก่อน

    Found your video in a discord server answering someone's question, i just came and man this is so cool ❤ great stuff

  • @BooneyTune
    @BooneyTune 2 หลายเดือนก่อน

    Your tutorials are always solid Thanks for all the uploads.

  • @jekku9
    @jekku9 3 หลายเดือนก่อน

    I am getting some linker error when trying to add ECommonSessionOnlineMode with including commonsessionsubsystem or an "incomplete type" when trying to forward declare it

    • @jekku9
      @jekku9 3 หลายเดือนก่อน

      Works now by adding commonuser to build.cs and including common session subsystem header

  • @kepdebil5935
    @kepdebil5935 3 หลายเดือนก่อน

    Thank you so much for your tutorials

  • @andersonmat
    @andersonmat 3 หลายเดือนก่อน

    Thank you

  • @showtime5870
    @showtime5870 3 หลายเดือนก่อน

    PERFECT! Can I implement it in ue4? Also, can I make it for a server-client multiplayer system which clients are connected to the server via WIFI directly? Thanks.

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      If the common plugins are available for UE4, I am not sure they are or whether they work with it. Connecting via WIFI would be just a local network so I think that should be fine.

  • @Argo12376
    @Argo12376 3 หลายเดือนก่อน

    Thanks. It works for me.

  • @bryanisaac7091
    @bryanisaac7091 3 หลายเดือนก่อน

    Great tutorial! Thank you for the follow up video as well. May I ask how do you improve the AA for the outline? I've tried adjusting in the project settings and also have the second component mask set to Green but the outline still isn't smooth.

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      You probably need to change the blend to 'Before Translucency'. On the material result node find a setting called Blendable Location and set that. Should be a drop down with various settings one being 'Before Translucency'. Hope that sorts it for you.

    • @bryanisaac7091
      @bryanisaac7091 3 หลายเดือนก่อน

      @@rogueentitydev It works perfect! I set it as either Before Translucency or Before Tonemapping. Both gave different results but nevertheless I've got what I wanted. Thanks!

  • @DeeOdzta
    @DeeOdzta 3 หลายเดือนก่อน

    Finally finished this chalk and talk, works great appreciate your time walking us through - learned a lot!

  • @rvall50
    @rvall50 3 หลายเดือนก่อน

    for some reason when I use the selection box, the unit indexes seem to multiply by the selected number of units, so the formations do not start with index 0. It works fine when I select multiple using ctrl select.

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      Have you applied the fix vid changes, I think that was to fix additional added selections?

    • @rvall50
      @rvall50 3 หลายเดือนก่อน

      @@rogueentitydev Ah yes that did it, thank you! not sure how i missed that !

  • @mikhailk3572
    @mikhailk3572 4 หลายเดือนก่อน

    Thank you!

  • @PalThing
    @PalThing 4 หลายเดือนก่อน

    Thank you I needed this. One thing would be cool is to make the line dashed :-)

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      That would be handy, when I get my pc back up and running I will look into that.

    • @PalThing
      @PalThing 4 หลายเดือนก่อน

      Fantastic! 🙂@@rogueentitydev

  • @jekku9
    @jekku9 4 หลายเดือนก่อน

    Good info. I would have the font size slightly bigger because I'm looking at it from 2nd monitor while typing my own code and I would also have the added code typed out or highlighted

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      I have changed to actually typing it out in the newer videos, think its a bit easier to follow when doing something like that.

    • @jekku9
      @jekku9 4 หลายเดือนก่อน

      @@rogueentitydevThat is good. Also I encountered an issue after following this tutorial, the camera rotates around world axis (does a barrel roll after rotating 90 degrees horizontally) I think it's possible to fix with multiplying the rotation with forward vector from spring arm or is there a simpler way?

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      You must have missed something because that def shouldnt happen. Happy to help you debug if you want to jump on discord.

  • @tcrenshaw2718
    @tcrenshaw2718 4 หลายเดือนก่อน

    used this video for target selection in my project. I had an issue where the server would highlight fine but the client wouldn't highlight the target at all but it would show what the client was trying to select on the server. I ended up just making a copy of the actor array and the server functions to run on client side.. no idea if there was a better way to solve that but it worked lol

  • @oculusidirisov6981
    @oculusidirisov6981 4 หลายเดือนก่อน

    Nice

  • @droidsdeals3161
    @droidsdeals3161 4 หลายเดือนก่อน

    Great tutorials! VERY well put-together, too. Thank you so much for doing these!!!!!! I followed them to their completion and even after the final trouble-shooting segment, it still did not display the menu. The problem seems to be that ASPlayerController MUST instead inherit from ACommonPlayerController - not APlayerController as shown in this video (otherwise the RootLayout returned by GetRootLayout() are nullptrs). Once I modified the inheritance. I got to see the MultiplayerMenuWidget for the first time. One major disappointment with CommonUI, etc. is that there seems to be no VR support.. so if you want menus in VR you're back on your own unless there's a way to do this using CommonUI that I didn't see??? CommonUI is basically using CreateWidget()/AddToViewport() under the covers...and that doesn't work for VR. The good news is that the widgets themselves _should_ be usable in VR since they are, after all, widgets at the end of the day. The only concern is that CommonActivatableWidget may do evil to VR??? Thanks again for showing A LOT OF USEFUL INFORMATION and helping others LEARN!!!! YOU ROCK!!!

  • @DeeOdzta
    @DeeOdzta 4 หลายเดือนก่อน

    Thanks for this series.

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      No worries, hope it helped you out.

  • @DeeOdzta
    @DeeOdzta 4 หลายเดือนก่อน

    Awesome! Thanks for making this series using these Common plugins.

  • @jubeidono
    @jubeidono 4 หลายเดือนก่อน

    I came here to understand the difference between modules and plugins and I was not disappointed. That being said, you yourself, at 1:19 and 2:50 sneak the word "plugins" in there when talking about modules :) Thanks for the great video!😁