UE4 Inventory And Crafting / Multiplayer Replication

แชร์
ฝัง
  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 34

  • @r1icogaming938
    @r1icogaming938 4 ปีที่แล้ว +1

    You forgot how to multicast the collision of the backpack if we are blocking pawn form the backpack. GREAT VIDEO THO. keep up te good work

  • @scottlee38
    @scottlee38 4 ปีที่แล้ว

    Very nice. Replication is the most needed tutorial for ue4

    • @ItsMeBro
      @ItsMeBro  4 ปีที่แล้ว

      Subscribe for more. There will be more in the future :)

    • @scottlee38
      @scottlee38 4 ปีที่แล้ว

      @@ItsMeBro Cool. I have subbed

  • @BadWinterStudio
    @BadWinterStudio 3 ปีที่แล้ว +1

    Help?
    when i add an item to my player slot its not visibly showing. not for the client of the other players either. the error code i get is this "Blueprint Runtime Error: "Accessed None trying to read property LocalPlayer". Blueprint: Tiz-Character Function: Equipment Visual Graph: EquipmentVisual Node: AttachActorToComponent

  • @thecrypticlk
    @thecrypticlk 3 ปีที่แล้ว +2

    For some reason when I drop an item, its not showing on the clients side, if i multicast the spawn item and server run the multicast it shows on the clients side but cant pickup the item then, and im not sure what im doing wrong

    • @VAMOSKI
      @VAMOSKI 2 ปีที่แล้ว

      Did you manage to fix this?

  • @scottlee38
    @scottlee38 4 ปีที่แล้ว

    This video has taught me so much. Thank you for this!

    • @ItsMeBro
      @ItsMeBro  4 ปีที่แล้ว

      Glad it was helpful!

  • @VAMOSKI
    @VAMOSKI 2 ปีที่แล้ว

    for some weird reason client (after initial equip and drop from inventory) gets Empty item on second equip. Even though, the row name is proper one, and it works from server view. Any idea how to fix?

  • @R3IMYSS
    @R3IMYSS 2 ปีที่แล้ว

    I'm having an issue where as I start the game, the server can see all of the pickups but the client cannot see them.
    But the client can pick them up and drop them, but they are still invisible to client. Client can see the items appearing in their inventory but not as pickups in the world... The server can see the items being destroyed and spawned as the client picks them up and drops them.
    What am I missing?

  • @hiho6194
    @hiho6194 3 ปีที่แล้ว +1

    Hey Bro! First of all, thank you so much for these amazing tutorial series. I am really enjoying to see your workflow. Keep up the great work!
    I've got a question. @18:35 you get the equipment visuals from the local player and use the local slot index to retrieve the actor and destroy it. I've done exactly the same, except for one thing: I've made everything in a blueprint actor component (as you will do in a later stage). On the server everything seems to work fine. However, on the client the actor reference is empty but the local slot index is properly replicated to the client. Do you have any idea on what the problem could be?

    • @hiho6194
      @hiho6194 3 ปีที่แล้ว

      Already got it.... Needed to refresh all my nodes. I just refreshed every blueprint since it was unclear where it went wrong. UE4.....

  • @Meeizter
    @Meeizter 3 ปีที่แล้ว +1

    Again, Awesome tutorials! i havent watched all videos yet buti believe there is no stats on items that you get when you equip stuff? for example you equip the wrists and you get 5+5 hp on the hp bar, i would love to see how that would work out. thnx :)

  • @finanzenkeine
    @finanzenkeine 4 ปีที่แล้ว

    thx great tutorial and in this video i was even able to fix a error that i made in one of the last videos:)

    • @ItsMeBro
      @ItsMeBro  4 ปีที่แล้ว

      Great to hear!

  • @martyrier
    @martyrier 4 ปีที่แล้ว

    If my second character picks up the Backpack, the movement of the character is buggy again as if collision would be enabled... how can I fix this?

    • @martyrier
      @martyrier 4 ปีที่แล้ว

      Got it. just customised the collison in another way. Didn´t work before, but now it does.

  • @tsurayamiku1721
    @tsurayamiku1721 3 ปีที่แล้ว

    After the player equips the backpack and the others don't see him moving fluidly, he walks flickering.

  • @TheTrifel
    @TheTrifel 3 ปีที่แล้ว

    i have a strange scale issue where the server sees the scale of the armor (i am using a different mesh which worked well in single player) for itself and the clients but the clients see a giant set of armor , setting the snap to target to keep world in the EquipVisual function seems to change things but for some reason it is the only item not passing the scale information to the client , i have bracers to and they seem to have no scale issue across all 3 , but fr some reason the armor is ....
    ok so after closer inspection it seems the replication was putting 2 armor meshes on the client skeleton , from replicating the empty parent mesh in my EquipVest blueprint, fixed when only replicating the child mesh with the actual mesh in it , if i replicate the parent with the empty mesh somehow it auto loads a amesh in it if replicated

  • @B0N3_
    @B0N3_ 2 ปีที่แล้ว +1

    In unreal engine 5 the pass by reference tick does not able me to untick and tick again what should I do?

    • @kamiandirian
      @kamiandirian 2 ปีที่แล้ว

      Me too, is there a solution?

    • @sebm684
      @sebm684 2 ปีที่แล้ว +2

      J'ai juste clicker sur Server_SpawnBackpack et été chercher manuellement s_Slot et j'ai compilé est c'était réparer.

    • @moket-studio3D
      @moket-studio3D 2 ปีที่แล้ว

      @@sebm684 Merci je galérais à chercher une solution mais c’était tellement bête comme solution que je n'y ai pas pensé mdr

    • @trypresident
      @trypresident ปีที่แล้ว +1

      same way with the tick un tic just change the array to single click the compile then change it back to the array then compile again an it should work worked for me

    • @kriptik266
      @kriptik266 หลายเดือนก่อน

      Did you find a solution?

  • @randomjunkyard5245
    @randomjunkyard5245 3 ปีที่แล้ว

    What is the difference between writing all the logic in 3rd player character vs Player Controller class?

    • @ItsMeBro
      @ItsMeBro  3 ปีที่แล้ว

      I don't think there is any actual difference, as long as you keep the same character pawn. Now if you plan on changing the pawn, then some core logic should live inside the controller.
      I hold logic in player character for my tutorials, because that way it's faster to get started and I think a bit easier to understand since usually in my videos there are quite a few changes made to the character holding something or what ever.

  • @yozzahughes3939
    @yozzahughes3939 4 ปีที่แล้ว +1

    ace thank you mate

  • @r1icogaming938
    @r1icogaming938 4 ปีที่แล้ว +2

    does this work for a dedicated server?

    • @onlylikenerd
      @onlylikenerd 4 ปีที่แล้ว

      I would really like to know this as well.

  • @xFana-TiKx
    @xFana-TiKx 4 ปีที่แล้ว

    Hello... looking very good.
    Can you test for example weapon. I have problems in another inventory system with swaping weapon in weapon slot on client side. When i equip weapn and simple uneqip all goins good, but when i use double click in inventory slot ow weapon i have issue... weapon unequip from hand and fill all inventory. At server client all working good. And i can't send to server MasterWeapon actor as variable.

    • @ItsMeBro
      @ItsMeBro  4 ปีที่แล้ว

      I haven't found any duplication bugs with this system. And nobody has reported any issues.
      If you want me to look at your project, subscribe to my patreon and contact me in discord. Than I can look at your project and try to fix it.
      Also, subscribing to my patreon with 10 or 15$ you will be able to download my project files from all my tutorial series.

  • @cangooruessel
    @cangooruessel 4 ปีที่แล้ว

    Greath