hey everyone, to make this work for online multiplayer, simply make the "player list" event in the level game state then make a reference in your character blueprint and promote it to a variable, then get the "player list" variable and connect it back to the length and get of the array!
Yep, this is to allow it to work for the client too by the way. Currently it works for the server, this fix allows the client to work too. Spent a little while in the Discord discussing this haha
The only thing that works for me is using replicated control rotation variable to control the client spectator pawn Just replicate that to other client and apply that variable to spectator pawn with same spring arm component properties
First, you could work in using Last Index instead of Length (avoid having to do math as much as possible in blueprints, also helps avoid off by 1 errors). Second, use ++ or -- to increment or decrement the Current Player by 1 in either direction (cleaner code that becomes easier to read and trace what's happening). Third, Thank you very much for this tutorial! I really appreciate your vids!
Hey thanks man! I was just trying to figure out how to get this going. By the way, since following you I am now starting to become literate in ue4's blueprints. I hope I haven't jynxed my progress by shouting praise early on, but its taken years of poking around and such in between blender projects, I'm pretty good at blender and I can make some great quality shaders with nodes, yeah. But ue4 has been such a big challenge and it seems like you explain it the way I have needed things explained. Im very grateful to have found this channel.
Hey, that's amazing to hear man. Super happy for you, and so happy I could help you. I wish you all the best for your future projects and progressions, keep up the great work!
This is a good video... but the title is misleading. It doesn't work for the client(s) - needs to be done on GameState - and even then, this system doesn't work for clients because rotation doesn't work properly... this video only works for the server, which makes it pretty misleading... and honestly, a waste of time because it's not something you can use in multiplayer so after doing this video, you have to start over with a different system that works.
For those who have a problem with the rotation of the camera, I did differently than in the video, in the character I created a spectator camera when I want to spectate a person I deactivate its main camera and I activate spectatorCamera, I can then make my effects on it, however in both cases we get a strange effect of rotation on the camera, to see how fixed.
Thanks for the tutorial. BTW this logic will only work for the Server player. If a client dies and tries to spectate this won't work since the client doesn't have direct access to the Game mode(PlayerList)
I'm not sure if you're familiar with the Batman arkham games, but their freeflow combat is great and I was wondering if you could possibly make a short tutorial about how to replicate that sort of combat?
Thanks for the tutorials. Just love the format. If I could suggest a tutorial it would be dynamic split screen like in Divinity Original Sin. Where the camera shifts from both player on one screen when close to each other, and split screen when they are further apart. Keep up the good work!
How would you change the view on the desktop, so another person can watch you play in VR, without having to look though the VR player's camera? So... let's say there are 3 security cameras (or even a HMD smooth follow camera), that a friend can watch on the Desktop Monitor, and switch through views. So you would change the Spectator view without changing the HMD view the VR player sees.
Thank you for the tutorial! Was wondering if anyone was having an issue with the camera rotation once you start spectating? It doesn't seem to mimic the player you are spectating's camera rotation for me and I can't figure out a way to allow the "spectator" to rotate the camera freely either. Any help would be appreciated. I'd be happy with either solutions of the rotation mimicing the spectated player or the spectator being able to freely rotate around the spectated pawn. If I find a solution I'll post it back here.
@@praaly6913 Sadly no in relation to how it was done in this video. Somewhat stitched together another way of spawning another spectator actor (but its probably not very performant/has problems, switched back to this way even with the rotational probelm) Moved onto different aspects of my project and haven't come back to the spectator camera even after two months.
is there a way to spectate another camera that is not active?? for example: if i got killed by somebody in a first person game, i want to spectate that player in a third person camera
Ok so, I tried to flip this to multiplayer by just using the player list in gamestate, it works, but when the server spectates the client its supppppper erratic and shakey. if anyone runs across that lemme know im looking for a fix. ill reply here with it when i have it
Hi, Matt! Do you have a tutorial on how to make two platforms, and when you step on one of them it goes down a bit and the other goes up the exact same distance? And this has to happen with the first one when you step on the second.
hey everyone, to make this work for online multiplayer, simply make the "player list" event in the level game state
then make a reference in your character blueprint and promote it to a variable, then get the "player list" variable and connect it back to the length and get of the array!
Yep, this is to allow it to work for the client too by the way. Currently it works for the server, this fix allows the client to work too.
Spent a little while in the Discord discussing this haha
Working but in clients the camera movement is not replicating any solution?
@@aadityarajkarki7610yes, because in UE player controller isnt replicate to client
I also still looking for the other way
No fix yet?
The only thing that works for me is using replicated control rotation variable to control the client spectator pawn
Just replicate that to other client and apply that variable to spectator pawn with same spring arm component properties
First, you could work in using Last Index instead of Length (avoid having to do math as much as possible in blueprints, also helps avoid off by 1 errors).
Second, use ++ or -- to increment or decrement the Current Player by 1 in either direction (cleaner code that becomes easier to read and trace what's happening).
Third, Thank you very much for this tutorial! I really appreciate your vids!
Hey thanks man! I was just trying to figure out how to get this going. By the way, since following you I am now starting to become literate in ue4's blueprints. I hope I haven't jynxed my progress by shouting praise early on, but its taken years of poking around and such in between blender projects, I'm pretty good at blender and I can make some great quality shaders with nodes, yeah. But ue4 has been such a big challenge and it seems like you explain it the way I have needed things explained. Im very grateful to have found this channel.
Hey, that's amazing to hear man. Super happy for you, and so happy I could help you.
I wish you all the best for your future projects and progressions, keep up the great work!
@@MattAspland same to you, keep it coming, im here to view it
@@MattAspland How do I switch between the Multiplayer screens
Thanks
This is a good video... but the title is misleading. It doesn't work for the client(s) - needs to be done on GameState - and even then, this system doesn't work for clients because rotation doesn't work properly... this video only works for the server, which makes it pretty misleading... and honestly, a waste of time because it's not something you can use in multiplayer so after doing this video, you have to start over with a different system that works.
For those who have a problem with the rotation of the camera, I did differently than in the video, in the character I created a spectator camera when I want to spectate a person I deactivate its main camera and I activate spectatorCamera, I can then make my effects on it, however in both cases we get a strange effect of rotation on the camera, to see how fixed.
Bruh did u fix it ?
@@dankpotato9578 yeah, just create another camera "spectate camera" and when user die, just switch the camera i think i do that
@@praaly6913 Okayyy
@@praaly6913 Thank u
Thanks for the tutorial. BTW this logic will only work for the Server player. If a client dies and tries to spectate this won't work since the client doesn't have direct access to the Game mode(PlayerList)
do you have a solution for this?
@@imaginaryconception yes, put it in the game state instead
Check out the modulo operator for looping over array indexes. Prevents having to do conditionals like you demonstrated.
This is a cool and unusual topic. Thanks, Matt!
Thanks a lot Steve, happy to help! :)
Woah are you a mind reader? It actually help me
Haha, happy to help!
To make it work in multiplayer from client-side, just call "Set View Target..." function from server!
What should I do if everything is performed in an event with authority?
@@francescogeloso79 Nothing, it should work correctly
May I ask for a control rig tutorial? I want to use a control rig to make enemies look at me, but I don't know how
I have Jitter Issue when excuting spectator nodes.. Any Advices?
my camera is going inside the player mesh even though i tried to disable collision for camera and
pawn
how to make this multiplayer please ?
I'm not sure if you're familiar with the Batman arkham games, but their freeflow combat is great and I was wondering if you could possibly make a short tutorial about how to replicate that sort of combat?
Thanks for the tutorials. Just love the format. If I could suggest a tutorial it would be dynamic split screen like in Divinity Original Sin. Where the camera shifts from both player on one screen when close to each other, and split screen when they are further apart. Keep up the good work!
Thanks man, and great suggestion!
Hey man, very useful video as always. Helped me a ton! How would you go about making the camera rotation work properly with ALS? Thanks!
How would you change the view on the desktop, so another person can watch you play in VR, without having to look though the VR player's camera?
So... let's say there are 3 security cameras (or even a HMD smooth follow camera), that a friend can watch on the Desktop Monitor, and switch through views. So you would change the Spectator view without changing the HMD view the VR player sees.
How do I make the animal pee or shit in my game? Can you make a video about this please? Thanks, matt
Thank you for the tutorial!
Was wondering if anyone was having an issue with the camera rotation once you start spectating?
It doesn't seem to mimic the player you are spectating's camera rotation for me and I can't figure out a way to allow the "spectator" to rotate the camera freely either. Any help would be appreciated.
I'd be happy with either solutions of the rotation mimicing the spectated player or the spectator being able to freely rotate around the spectated pawn.
If I find a solution I'll post it back here.
any solution?
@@praaly6913 Sadly no in relation to how it was done in this video. Somewhat stitched together another way of spawning another spectator actor (but its probably not very performant/has problems, switched back to this way even with the rotational probelm) Moved onto different aspects of my project and haven't come back to the spectator camera even after two months.
@@t-93sleep I would like to SceneCaptureComponent 2D
@@praaly6913 You can fix this by replicating which character is the view target. This can be achieved through a RepNotify or a Netmulticast function.
Thanks worked a charm.
Hey i encountered that the pitch is not applied and also i have the problem that if my player walks the camera gets realy shaky
There is no idle animation when I downloaded pls help
THANKS BRO!!! Im searching this too :D and you solve my problems always xD
Happy to hear man! :D
can you make tutorial from start to end like covering very important topics?
is there a way to spectate another camera that is not active?? for example: if i got killed by somebody in a first person game, i want to spectate that player in a third person camera
can you make tutorial how to make locomotion system walk run crouch prone and walk run crouch prone with weapons
is that work with aws in unreal engine
Hi, are you available for contract work? I'm looking into something that's alike the system you made for my game that has split-screen multiplayer.
How to make spectator like mobile legends championship, I mean as the audience or commentator not as player can see all player movement
Wow 😲
if i have a widget how it is show on both screen to control ,thank you it is helpful for me thank you
Ok so, I tried to flip this to multiplayer by just using the player list in gamestate, it works, but when the server spectates the client its supppppper erratic and shakey. if anyone runs across that lemme know im looking for a fix. ill reply here with it when i have it
Did you fix this?
@@sketchyrealms85 not yet!
@@Koz64 yeah but i moved on to other projects, it was something to do with not replicating correctly
The'client' player does not spectate, it only see itself, but it works fine on the "server" player.
I guess the client player doesnt see the player list
I fix. Game state works :)
How did you fix this?@@aquamyaproduction
Nice tutorials
Thanks :)
@@MattAspland can you make tutorial from start to end like covering very important topics?
legend cheers
👍
love it
Please make video how to make multiplayer game
Hi, Matt! Do you have a tutorial on how to make two platforms, and when you step on one of them it goes down a bit and the other goes up the exact same distance? And this has to happen with the first one when you step on the second.
Hi
Hey!
Hindi me sikhao
मुझे हिंदी नहीं आती, मुझे क्षमा करें