Hey guys, Get the project files here if you're interested: 👨🏫 My Patreon link: www.patreon.com/kekdot Download Project Files | Premium Tutorials | Courses Just to let you guys know what we are making in this course, we are making a full multiplayer battle royale game. I am uploading one video each day. In short it will be PUBG but with Bean characters. We will have: - A Battle royale Map - Full Steam Session setup for connecting to games (Host, ServerBrowser, Join) - Multiplayer characters - Picking up Tools / Weapons - Multiple weapons - Lootcrates - Flying out of an airplane - All kinds of UI and HUD - Match flow logic And basically everything that a battle royale needs
For a multiplayer RPG, where I want to save character stats, and respawn with those stats, would I put the health and other stats inside the PlayerState instead of the character?
You could indeed attach most persistent stats to a PlayerState as it keeps track of the players state and is replicated to all clients to fetch data from when wished as well. However character health, as it is attached to the character, and dies when the character dies, is better attached to the character class. Also note, PlayerState net update frequency is default set to 1. Meaning it updates once per second. Compared to the Character class that updates 100 times per second by default (better for pvp). Thus Its recommended to store quick reliant variables in the character class itself. However you can store Max health which is updated by your Armor stats etc in the PlayerState and then have the character set itself up with that data on beginplay, or OnPossess if that makes sense. Hope that helps best of luck!
@@Kekdot yikes so basically id need to have a component for the stats on both the player state and the character, and on begin play have the character set the its stats to to the values in the player state? Then for things like item bonuses I would apply them to both the character(for real time updates) and the player state (for respawn)?
Anyone experienced the listen server not having health bar after a respawn? My game allows respaw. - destroy character then respawn. But when i do this the server doesnt have healthbar re initialized but clients do ;o
@@Kekdot I appreciate your response and your consistency. It's probably the best tutorials right now. Perhaps once you finish this introduction tutorial you can go over optimisation techniques and more advanced features.
Hey guys,
Get the project files here if you're interested:
👨🏫 My Patreon link:
www.patreon.com/kekdot
Download Project Files | Premium Tutorials | Courses
Just to let you guys know what we are making in this course, we are making a full multiplayer battle royale game. I am uploading one video each day.
In short it will be PUBG but with Bean characters.
We will have:
- A Battle royale Map
- Full Steam Session setup for connecting to games (Host, ServerBrowser, Join)
- Multiplayer characters
- Picking up Tools / Weapons
- Multiple weapons
- Lootcrates
- Flying out of an airplane
- All kinds of UI and HUD
- Match flow logic
And basically everything that a battle royale needs
Man!! I’m might just get the project files when it’s done haha.
For a multiplayer RPG, where I want to save character stats, and respawn with those stats, would I put the health and other stats inside the PlayerState instead of the character?
You could indeed attach most persistent stats to a PlayerState as it keeps track of the players state and is replicated to all clients to fetch data from when wished as well.
However character health, as it is attached to the character, and dies when the character dies, is better attached to the character class.
Also note, PlayerState net update frequency is default set to 1. Meaning it updates once per second. Compared to the Character class that updates 100 times per second by default (better for pvp).
Thus Its recommended to store quick reliant variables in the character class itself.
However you can store Max health which is updated by your Armor stats etc in the PlayerState and then have the character set itself up with that data on beginplay, or OnPossess if that makes sense.
Hope that helps best of luck!
@@Kekdot yikes so basically id need to have a component for the stats on both the player state and the character, and on begin play have the character set the its stats to to the values in the player state? Then for things like item bonuses I would apply them to both the character(for real time updates) and the player state (for respawn)?
i have some issues when i pack my project the health bar is empty,but it is working in unreal?,kindly reply how to solve the problem
I have the same problem
did u fix it?
@@Gaufrette_FR did u fix it?
how many parts is going to have this?
Not sure yet, I make one each day right now, but at this pace most likely around 20 episodes
Anyone experienced the listen server not having health bar after a respawn? My game allows respaw. - destroy character then respawn. But when i do this the server doesnt have healthbar re initialized but clients do ;o
Hm. You said Binding uses tick. So seems a bit careless? Why not just call a function/event when we need to update it instead
Tick is only careless when executing medium-heavy logic on it. For getting simple values from variables it has neglectable impact
So basically, for this game you won’t see any performance hit. When building PUBG or Warzone optimization comes into play.
@@Kekdot I appreciate your response and your consistency. It's probably the best tutorials right now. Perhaps once you finish this introduction tutorial you can go over optimisation techniques and more advanced features.
@GalaxyVisionAI Appreciate you! Defenitly will and also will release more standalone videos about network and overall engine optimizations etc
can someone tell me what is at the left of Parent: BeginPlay because when i do it my way i can't get a self reference as BP game Play PC thx