Wouldn't it make more sense to just attach/move the weapon actor instead of destroying/spawning it everytime you pickup or drop a weapon? What if there's 6 rounds, or even an empty magazine in the weapon? The data would be in that actor with the current magazine ammo count. With your method youd just drop and pickup the weapon to get infinite ammo. But if you just pass the actor around it can maintain its data
In most games you would need to combine both methods. Yeah the Actor Ref method is much better but it is not possible to save actor refs in save game objects. So you would work with refs in realtime but you would Spawn Actor and pass the save game data at load and save
I’m sure alot of people here r working on their own game. What most of us have in common is adding our own character for game so i was wondering if you will be adding a low poly model instead of just the bean?
Back in this video ( th-cam.com/video/H0JZnWdY0k8/w-d-xo.htmlsi=Tmocf5_S63fCDs3Z ) you made spawning the character classes using the game mode, we want to be able to have the players select what class they want to play as and have that specific pawn spawned for them by the game mode. Where and how would you store that reference so that the new gameplay game mode can access it specifically for that player in the gameplay level (rather than having a single hard coded value of a pawn for all players)?
UI with the classes at some sort of lobby stage, have the UI store a class reference on game start spawn the class from the reference have the player controller possess it.
Bean waiting for the next video. lol. i wanted to know as well. i did purchace your guys lobby asset some time ago, would you consider doing a implementation into this series after its complete. keep it up bud, really like your work
Keep going duder! This is amazing!! More videos ASAP! We need more tutorials on different genres of games! You are filling that void!
Can You Make Defualt Slot For Knife So Player Cant Drop It Or Cant Pick It Up.
If you watch he basically shows you that. Just have to do more than copy and paste while watching.
Wouldn't it make more sense to just attach/move the weapon actor instead of destroying/spawning it everytime you pickup or drop a weapon? What if there's 6 rounds, or even an empty magazine in the weapon? The data would be in that actor with the current magazine ammo count. With your method youd just drop and pickup the weapon to get infinite ammo. But if you just pass the actor around it can maintain its data
Thats what i thought as well
In most games you would need to combine both methods. Yeah the Actor Ref method is much better but it is not possible to save actor refs in save game objects. So you would work with refs in realtime but you would Spawn Actor and pass the save game data at load and save
If want to pickup just hat! Just pickup hat and equip on Head? How i make?
Requires a couple more steps then that so simply workout all steps and understand the multiplayer framework and then you can put 2 and 2 together.
I’m sure alot of people here r working on their own game. What most of us have in common is adding our own character for game so i was wondering if you will be adding a low poly model instead of just the bean?
Back in this video ( th-cam.com/video/H0JZnWdY0k8/w-d-xo.htmlsi=Tmocf5_S63fCDs3Z ) you made spawning the character classes using the game mode, we want to be able to have the players select what class they want to play as and have that specific pawn spawned for them by the game mode. Where and how would you store that reference so that the new gameplay game mode can access it specifically for that player in the gameplay level (rather than having a single hard coded value of a pawn for all players)?
UI with the classes at some sort of lobby stage, have the UI store a class reference on game start spawn the class from the reference have the player controller possess it.
Bean waiting for the next video. lol. i wanted to know as well. i did purchace your guys lobby asset some time ago, would you consider doing a implementation into this series after its complete. keep it up bud, really like your work
any news on the next video?
Hey yeah I was gonna upload it tonight but something came between.
Tomorrow it is