28:20 Get widget style > break ButtonStyle > get brush resource as texture 2D > character image Instead of... you know... recreating the same damn array over and over again like a first year java script student...
If you aren't getting the selected character and only the base. Be sure to check at 20:15 that your "Characters" Array connects to a "Get (a copy)" and the integer is from your variable "Selected Chaarcter" rather than just "0". This was my issue with not spawning the selected character and only the base model. An easy miss.
For anyone having trouble with characters not spawning, make sure you connect the "Destroy Actor" back to "Spawn Actor From Class" as shown at 5:35 Also make sure that in LobbyPC (Player controller ) > CharacterCheck function, you connect the "Selected Character" integer to the INDEX of the "GET" node from the "Characters" Array.
In UE 4.24.1 client pawn possession didn't work for me after following this video (it did before), until I removed "Respawn Player" from the end of LobbyGM's "Event OnPostLogin" (client pawn is now being spawned via Initial Setup > Update > Swap Character Server)
Hey If you have most of this project done, can you help me fix a couple problems i have by letting me see your blueprints. I have a problem where the arena images and names wont pop up in the lobby menu. I would appreciate it alot
This solution also works in 4.25. After I removed 'Respawn Player' however, I needed to run an 'everyone update' otherwise the Player Card would not display for the Host when they initially join the server. Reference code: i.imgur.com/3Yx1lYU.png
I can't believe I was trying to destroy the LobbyGM instead of the Pawn :D np spent almost an hour figuring out why I was getting errors. But I managed to find other bugs and fix them as well so it's all good now thx for the video. GJ me ! :D
I'm thinking I'm trying to do that too but I can't find where. I get this Error Message saying LobbyGM is pending kill but can't find where I'm trying to destroy it.
For those who don't have the character spawning after selection, make sure in LobbyPC>Event Graph>CallUpdate that MyPlayerCharacter from broken PlayerInfo is connected to Character Class in Swap Character Event. imgur.com/a/n0ZS5
Any Idea if I use Pawn Blueprint Actors isntead of Characters, I can't add them to the Character Variable at 8:50? Neither can't I use, Pawn Class, Actor or Object classes. I never can select my Pawns.
+Unreal Engine at 28:05 instead of create an array of Texture2D for the Character Images why you nog get the buttom brush from style like this? imgur.com/pCzBnYH
6:27 I can't connect the Pawn :/ And when in the lobby : 1) If the Host change character : The character disappear. 2) The guest appear insisible and unable to move.
Guys, do not move the nodes individually. Just select them all, right click any of em, and select alignment -> Align Center, and then the same, but Distribute vertically. They'll then be placed with even spaces in a beautifully aligned column.
now that we have swap character event we dont really need the respawn player event, it doesn't really do anything aside from calling "everyone update" which we can just put into onpostlogin
Character selection works fine for me in the lobby, all players can select characters and they spawn int othe lobby with them as expected. When you start the game though all the players spawn with base_0 characters. Any ideas where to look? Cheers
You need to Call the function SaveGame on owning client. I didn't finished the tutorial yet so I don't really know if we are initializing the players from their saveGame files or from something like GameInstance. If we are initializing info from save files than each player saving their PlayerInfo will fix the problem.
21:32 Why are you bothering to check if a boolean is equal to true to use it in a branch? You said you wanted to be sure it wasn't equal to true (which would mean you'd need a !=, if you wanted to use an equality check, but a "NOT" would be more precise and clear), but as is, it is no different from just wiring that value straight into the next node.
You're correct, and I managed to slim down the Character Check wiring quite a bit. I also have a few more observations: 1) The initial '= 0' condition check (on the Branch immediately following the Character Check input node) is entirely unnecessary -- instead, connect the 'GET' node that comes off of 'AvailableCharacters' to the 'Condition' socket. The second branch node that comes off of the 'False' pin is redundant, as well -- you can delete it and connect the False pin directly into the SetArrayElem node. Additionally, you can, with these adjustments, move the two 'GET' nodes side-by-side and connect them with the same 'Selected Character' variable. It tangles the spaghetti a bit more, but it's compensated for by the elimination of excess nodes (and their associated wires). One final note: the other check coming off the AvailableCharacter's 'GET' branch doesn't actually need to be replaced with a '!=' or NOT node -- it can safely be removed, and as above, the GET node's output can be connected directly to the Branch on the Character Check node. As far as I know, there are no side-effects from these modifications, but bug-testing is an ongoing process!
Anyone struggling - keep going. I nearly gave up after reading elsewhere this ddn't work and character select failing and characters starting in random places after completing this vid. Just watched again and noticed I didn't have my 'equal boolean' ticked as true in the Character Check function graph. That's all it was :)
I am having a REALLY weird bug: I opened 2 editorial windows, with a dedicated server->PLAY. If i host a game on client1, and join it with client 2, i CANT change characters. BUT , if i host a game on client1, CHANGE THE CHARACTER FIRST, it CHANGES the character... HOWEVER, it's not over: if i join with client 2 to a game hosted by that client 1 with the changed character? my entire UNREAL ENGINE software crashes... what the heck is going on...
In case others have encountered the same issue as me; Using 4.24 With the player button and connected player widgets have the avatar set, I had to rebind the images with a function that had to get the texture 2D avatar and make a slate brush and connect that to the return value. for some reason if I didn't make a slate brush for the image it returned Nul and would just have a blank image (without giving any errors or warnings)
Gamemodes are only available on the server. I'm pretty sure if you see a purecast to a gamemode, you need to make sure the code is only run on the server :) That is what he does in the video, but I don't believe it was ever explicitly pointed out.
Its working Fine For Me in 4.25, just dont forget to set the default values for the player image and character image in the GRAPH of the selected Player Widget, ( Or any other Values in any other widget graphs or BPs).
How does the GetGameMode function work in CharacterCheck? When my client tries to call GetGameMode, it just returns unknown, because the Game Mode is only replicated on the server.
21:45 Please for the love of all that is good, DO NOT check if a bool value is set to TRUE using ==. Just plug that right into the branch and skip the extraneous == node.
After Selecting a character , player name goes blank, player image change to the default and save file breaks lossing the name and avatar ☹️ Edit. Forgot to remove pins not used in lobbypc set members in player info, working fine atm
Little bit out of context, so I created a Player HUD and creating it on Character Blueprint with/without replication(I tried all 4 options), but when we select that character in character select, that HUD is visible to every other client and my other characters do not have that still it is showing, Plz help I have no Idea why this happening. Thx in advance
answers.unrealengine.com/questions/449571/umg-set-user-focus-doesnt-work.html i found one answer, i hope this help, have you checked your button with the widget?
If anyone is having trouble with the second player not loading when you join the server it is probably because: I found that my second player was being destroyed on startup and it joined the server but didn't show a character, only sky. Found that I needed to go to LobbyPC and then under Initial Setup / Check for Save Game Info and Tell Server to Update I checked the checkbox for ChangedStatus var. Because if you look at the SwapCharacter in the LobbyGM it checks the ChangedStatus value and if it is true it does nothing. Else it destroys the actor and tries to replace it.
Thank so much epic for teaching us. But I ran into a problem. The server does posses new character when selected but the client doesn't posses when select a new character, instead it keep posses the base character. How can I fix it?
For some reason... and I'm using UE4 4.17, but... What if at 20:25 I can't connect my 'Get' Array from 'Characters' / 'SelectedCharacter' to 'Character' on the 'AssignPlayer' node after the SetArrayElem? So... My character class array > get > AssignPlayer Character class > This error message: "Character Class Reference is not compatible with Arch Vis Character Class Reference." I have compiled and saved just in case, went back to check the 'AssignPlayer' custom event just to be sure that mine is the same as the tutorial; Hmm... Not sure, I'll continue with the video and trouble shoot a bit. I'll post here when I find my solution unless somebody helps me before then! Thanks UE4 Family. ;)
Fixed; I'm a dope. Hahah! So, when you create the Input for the AssignPlayer Custom Event be sure that you don't fat-finger while typing Character for the class reference (Purple). I accidentally hit A while typing Character and when I selected it, what I actually selected was Arch Vis Character (A decent difference). Just be sure you're not blind like me. Lolol
@@samohickey Yep, I did the same thing lol. Thanks for the reminder. I also created a character Object instead of a class earlier on which confused the hell out of me.
I can only choose the Barbarous character by clicking the last avatar. When I click on other ones I respawn with the 0_Base character. Avatars get changed, tho. On Client and Server
Just a Heads up. Try this if your pawn doesn't spawn in after selecting a character: In LobbyGM - > Swap Character Event i forgot to give a value from Spawn actors "Return Value" to "In Pawn" in Possess
Hi guys, I have a strange problem: every time I swap characters using the clients, the host player controller try to possess this new character, but it fails because the client has already possessed it. So the host looses his pawn, wich is not getting destroyed and remains without any pawn until I select another character. Can anyone help me?
Boys. If your character is not spawning after Character Select, look at Assign Player event in lobbyPlayerPC. Make sure to take the Struct Out of PlayerInfo and plug it into Call Update. Homie did it reallll ffast and diddnt say it,
my characters appears jumping non stop, its like he is falling and i dont have control of the camera, i think is an error of the respawn and swap characters but i really dont know what to do please if anyone knows what to do or how can i adress this problem let me know, im having a really hard time with that
Hello everyone, really nice tutorial once again I have an issue with the character selection, when i select any character, it's displayed correctly in the lobby, but when I hit play and getting to the map, it gives me the default one. Do someone have a suggestion ? Thank you !
you end up using a different game mode when you enter the game which then assigns the character specified in that game mode. Not going into details as I haven't fully implemented it yet either, but you'll have to then once the new character has been assigned also asign it to the new game mode being used
I have a problem and at the moment I don't know how to solve it. Every time a client joins or a client switchs the character, the Server spawns in the air, far far away. The old pawn of the Server wasn't deleted. Can anyone help me?
maybe in one of your functions that were run on the server, you forgot to specify the specific player controller, and let it default to "self" in your lobbyPC?
phillip jordan This was my first Idea too. But I've controlled everything and I couldn't find a mistake. But I found out that this problem just occurred when I ran the client and the server at the same Computer. If I let another computer join the session the server doesn't fly away / respawn in the air. I think the problem is that if I run the server and the client at the same computer that at the query of the owning user in the player settings widget the Unreal Engine recognize that there are two owning player at the computer. (Client + server) That's why I've tested a little bit but nothing helped until now.
@@GermanGoergsLPThis should be explained in the next video. Essentially, there's a function that's missing a couple of important nodes -- specifically, the old 0_Base actor isn't destroyed when the new one is created :)
I was having a problem where the character would swap to the character I selected but the character was still available to everyone else in the lobby. If you are having this issue like I was make sure your 'for each loop' node is in the LobbyPC is connected to the 'is valid' node and not the 'is not valid' node. That'll fix the issue (hopefully). Side note...anyone else getting a blue bar under some of the custom events that say "no info will be returned by reference..." cause I have it on 2 or 3 of my custom events. Everything is working fine thus far but I don't know what that means and I don't want an issue down the road :\
Don't forget after you destroy the actor in Lobby_Gm->SwapCharacter to connect the Destroy Actor node to the SpawnActor node. Otherwise your Character won't spawn and isn't possesd anymore!!
Anyone who is having an issue with getting character to switch or spawn and the game mode attempt to kill error. I found a way in my blueprints. I forgot to hook up in our Lobby GM under our respawn character custom event.. I didn’t hook up our get controlled pawn to our destroy actor node from the return value to the target
No Character switching in the Lobby... the images and names of the characters switch but the actual characters do not change. The Only character is can see is the 0_Base... But... when I press the Start Session button a Server Mode the LobbyMenu simply dissapears, but when in Client Mode and I select a character and press the Start Session Button the character swithes to the selected one... Any suggestions?
For anyone having a bug where the selected character button is still visible and available for everyone after choosing it on a client or server, make sure you have connected the "For Each Loop" to "Set Is Enabled" in the "Update Available Characters" custom event inside the "LobbyPC"... Took me a while to figure it out.
Hola! Tengo este problema, en el cliente no se deshabilitan los botones de los personajes seleccionados, tengo todo exactamente igual que en el tutorial, el for each loop conectado desde loop body y completed, y aun así no se deshabilitan los botones en los servidores. Podrías ayudarme por favor? Ya no sé qué hacer
ive watched a whole series to simply set a player name to a character and i still cant do it. i just want to pass player name to character and then use that name to tell people who they are aiming at and who they were killed by
Hello, I have a problem with spawning character. It's not spawn for character and player character image. Can you give a sollution ? I check for my blueprint for twice and I think I do the same as the video. Anybody have the same problem ??? :-
When I Click on the character it stays at 0_base the image update but the character stays at 0_base did check the video 2 time pretty sure I did everything as it should I use in 4.19
When joining the server, the second game doesn't spawn a character, and when selecting a character from the second game, the below error message pops up, any ideas? Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsLobby_GM". Blueprint: LobbyPC Function: Character Check Graph: CharacterCheck Node: Branch
How do you fix it? UPDATE: Need to be more attentive. I chose the "Run on ownin Client" instead of the "Run on Server" in "AssignSelectedCharacter" event.....re-viewing the lesson saved me.
Have you connected On Click event for None Button with Character Selection ID equal to 0? If yes, then try putting another number in there and see if it does swap to a different character. If that works for you find your arrays for buttons (should be just above) and verify you have the right pins plugged in.
I'm working in 4.13 and when I click on a character button, the character select menu closes as it should, but nothing else changes. the character stays as 0_base, the player list doesnt show the character I selected. I looked through everything we did in this video and didn't see any disconected wires (although I may have missed some). Any ideas?
I'm pretty sure your "LobbyPC">"CharacterCheck" function>"cast to LobbyGM" fails (same for me but I don't have default class selected as 0_base and it spawns nothing for me instead) could you confirm if that's the issue?
Here are some screenshots of the lobbypc and lobby gm. facebook.com/photo.php?fbid=1468394929854555&set=pcb.1468395106521204&type=3 facebook.com/photo.php?fbid=1468394973187884&set=pcb.1468395106521204&type=3 facebook.com/photo.php?fbid=1468394986521216&set=pcb.1468395106521204&type=3
Note that it fails only on Clients not Server, I've read about the issue around and found out that "gamemode" is only available on a server, so I'm confused as fuck why it works in the video (also my friend did something with replication, fixed this error and forgot what he did exactly so I don't know)
Weird, I didn't have any problems with character spawns. For a short time I had new character spawning every two characters but it was because I didn't connect two nodes which was easy to find and fix. Let me know what's the issue you have, maybe I can help.
I appreciate this tutorial, but , I think this is a bad tutorial. You didn't teach us step by step,instead ,you followed your note and created a bunch of things and in the end combine them together. It really needs an excellent memory, 'cause when I combine those functions together, I've already forgot when and why I created that function ...
After i did this tutorial, when i join a game with a client, his character does not appear until after i select a character in the character select menu. My server spawns his character immediately. Any ideas why the client doesn't appear?
Actually ran into a very similar issue, my client was not spawning a Character at all. I had to flip back through the videos... anyways (Video #17 'Player Card Setup' @ 7:30 in) he goes over Set Members in PlayerInfo, the node that you expose. This is the Blueprint 'Lobby_PlayerController' under the 'Load Game' function. It is the last part where you are taking the player name + image from save data and applying it; however in his video he also manually sets the default 'My Player Character' portion to the '0 Base' character. Here is a actual screenshot on the exact spot I am talking about -> puu.sh/qiTPc/7a5874163f.png I hope this helps you out some there Micah =).
My problem is weird where when I host game and go select character theres a 50% chance of character not spawning. Then characters that do not spawn are not selectable UNTIL I select 'None' two times in a row with the second time selecting spawn no character, BUT! I then can go BACK in character select and select any character and they will spawn but then starts another loop of some spawn others don't until I do above again.
Im working on 4.13.1 i was wondering if anyone else was having an issue where after selecting a character on a client the pawn is destroyed and unable to spawn and posses another selection
unfortunately not,i believe the issue has something to do with removing the selected character from the available pool but im still a bit out of my element when it comes to multiplayer
A good place to start would be to find the code responsible for creating lobby menu. Since it does work on server I would say you forgot to replicate somewhere. Try placing a print string where you create lobby menu widget and see how far does the code go. You can always quickly compare your code with the one in the video.
"LobbyPC">"CharacterCheck" function>"cast to LobbyGM" fails for clients and works for server only, anyone knows the solution? That causes for clients to not be able to get class reference therefore will not spawn any actor, also wont make the selected char become unselectable for others
I will say I hate when I follow a tutorial and then it doesn't do exactly what it does for the guy that made the tutorial. But when you make mistakes and have to debug them, that is when you really start to learn how things work under the hood.
I found that my second player was being destroyed on startup and it joined the server but didn't show a character, only sky. Found that I needed to go to LobbyPC and then under Initial Setup / Check for Save Game Info and Tell Server to Update I checked the checkbox for ChangedStatus var. Because if you look at the SwapCharacter in the LobbyGM it checks the ChangedStatus value and if it is true it does nothing. Else it destroys the actor and tries to replace it.
28:20 Get widget style > break ButtonStyle > get brush resource as texture 2D > character image
Instead of... you know... recreating the same damn array over and over again like a first year java script student...
If you aren't getting the selected character and only the base. Be sure to check at 20:15 that your "Characters" Array connects to a "Get (a copy)" and the integer is from your variable "Selected Chaarcter" rather than just "0". This was my issue with not spawning the selected character and only the base model. An easy miss.
For anyone having trouble with characters not spawning, make sure you
connect the "Destroy Actor" back to "Spawn Actor From Class" as shown at 5:35
Also make sure that in LobbyPC (Player controller ) > CharacterCheck function, you connect
the "Selected Character" integer to the INDEX of the "GET" node from the "Characters" Array.
and check also Get ControlledPawn > DestroyActor. this little connection was giving me an head ache. tx for pointing me to the time line
I couldn’t find anything like this, anywhere at all. Thank you!
In UE 4.24.1 client pawn possession didn't work for me after following this video (it did before), until I removed "Respawn Player" from the end of LobbyGM's "Event OnPostLogin" (client pawn is now being spawned via Initial Setup > Update > Swap Character Server)
Hey If you have most of this project done, can you help me fix a couple problems i have by letting me see your blueprints. I have a problem where the arena images and names wont pop up in the lobby menu. I would appreciate it alot
thanks bro,It fixed Perfectly.
thanks
This solution also works in 4.25. After I removed 'Respawn Player' however, I needed to run an 'everyone update' otherwise the Player Card would not display for the Host when they initially join the server. Reference code: i.imgur.com/3Yx1lYU.png
Thanks for the tip, Saved me hours hair pulling
I can't believe I was trying to destroy the LobbyGM instead of the Pawn :D np spent almost an hour figuring out why I was getting errors. But I managed to find other bugs and fix them as well so it's all good now thx for the video. GJ me ! :D
Rofl, same..
THANK YOUUUUUUUUUUUU
I'm thinking I'm trying to do that too but I can't find where. I get this Error Message saying LobbyGM is pending kill but can't find where I'm trying to destroy it.
Me too. Thanks man your comment save me that hour ;)
THANK YOU!!!!!!!!
For those who don't have the character spawning after selection, make sure in LobbyPC>Event Graph>CallUpdate that MyPlayerCharacter from broken PlayerInfo is connected to Character Class in Swap Character Event. imgur.com/a/n0ZS5
Thanks a million just saved me from debugging for 8 hours
@@kalemeta8996 Thanks fixed some issues for me!
Thank You Saved Me A Load Of Time.
Any Idea if I use Pawn Blueprint Actors isntead of Characters, I can't add them to the Character Variable at 8:50? Neither can't I use, Pawn Class, Actor or Object classes. I never can select my Pawns.
+Unreal Engine at 28:05 instead of create an array of Texture2D for the Character Images why you nog get the buttom brush from style like this? imgur.com/pCzBnYH
Did you really make an "==" for a boolean at 21:28? :D I really feel like that could've been left out completly.
be glad that he didn't create an ENUM "YES" "NO" and used that... have seen it, cringed hard
For SpawnActor transform calculation, rather than use Length node and the - 1 node, you could use the single node LastIndex. 6:00
6:27 I can't connect the Pawn :/
And when in the lobby :
1) If the Host change character : The character disappear.
2) The guest appear insisible and unable to move.
Guys, do not move the nodes individually. Just select them all, right click any of em, and select alignment -> Align Center, and then the same, but Distribute vertically. They'll then be placed with even spaces in a beautifully aligned column.
now that we have swap character event we dont really need the respawn player event, it doesn't really do anything aside from calling "everyone update" which we can just put into onpostlogin
Character selection works fine for me in the lobby, all players can select characters and they spawn int othe lobby with them as expected. When you start the game though all the players spawn with base_0 characters. Any ideas where to look? Cheers
For another funny surprise try to change the map to Arena 02 and press Start x) It's now Defaut UE pawn
@@forreal5448 its normal for each map u need to assign the GameMode and Game state & default player etc...
You need to Call the function SaveGame on owning client. I didn't finished the tutorial yet so I don't really know if we are initializing the players from their saveGame files or from something like GameInstance. If we are initializing info from save files than each player saving their PlayerInfo will fix the problem.
I have version 4.23, can't seem to find some parts of the blueprints :(
21:32 Why are you bothering to check if a boolean is equal to true to use it in a branch? You said you wanted to be sure it wasn't equal to true (which would mean you'd need a !=, if you wanted to use an equality check, but a "NOT" would be more precise and clear), but as is, it is no different from just wiring that value straight into the next node.
I just read the comments to say the same!
You're correct, and I managed to slim down the Character Check wiring quite a bit. I also have a few more observations:
1) The initial '= 0' condition check (on the Branch immediately following the Character Check input node) is entirely unnecessary -- instead, connect the 'GET' node that comes off of 'AvailableCharacters' to the 'Condition' socket. The second branch node that comes off of the 'False' pin is redundant, as well -- you can delete it and connect the False pin directly into the SetArrayElem node.
Additionally, you can, with these adjustments, move the two 'GET' nodes side-by-side and connect them with the same 'Selected Character' variable. It tangles the spaghetti a bit more, but it's compensated for by the elimination of excess nodes (and their associated wires).
One final note: the other check coming off the AvailableCharacter's 'GET' branch doesn't actually need to be replaced with a '!=' or NOT node -- it can safely be removed, and as above, the GET node's output can be connected directly to the Branch on the Character Check node.
As far as I know, there are no side-effects from these modifications, but bug-testing is an ongoing process!
Anyone struggling - keep going. I nearly gave up after reading elsewhere this ddn't work and character select failing and characters starting in random places after completing this vid. Just watched again and noticed I didn't have my 'equal boolean' ticked as true in the Character Check function graph. That's all it was :)
oh my god thank you
I am so mad I was thwarted by a check box for 2 hours
Thank you. I missed this as well.
Yep, same. lol
I am having a REALLY weird bug: I opened 2 editorial windows, with a dedicated server->PLAY.
If i host a game on client1, and join it with client 2, i CANT change characters. BUT , if i host a game on client1, CHANGE THE CHARACTER FIRST, it CHANGES the character... HOWEVER, it's not over: if i join with client 2 to a game hosted by that client 1 with the changed character? my entire UNREAL ENGINE software crashes... what the heck is going on...
turn off dedicated server
In case others have encountered the same issue as me;
Using 4.24
With the player button and connected player widgets have the avatar set, I had to rebind the images with a function that had to get the texture 2D avatar and make a slate brush and connect that to the return value.
for some reason if I didn't make a slate brush for the image it returned Nul and would just have a blank image (without giving any errors or warnings)
Gamemodes are only available on the server. I'm pretty sure if you see a purecast to a gamemode, you need to make sure the code is only run on the server :) That is what he does in the video, but I don't believe it was ever explicitly pointed out.
10:31What's the solution if Lobby Menu WB is 'Is not Valid' ??
Its working Fine For Me in 4.25, just dont forget to set the default values for the player image and character image in the GRAPH of the selected Player Widget, ( Or any other Values in any other widget graphs or BPs).
Ican press the buton with charater, but after doesnt happen :C ??help
How does the GetGameMode function work in CharacterCheck? When my client tries to call GetGameMode, it just returns unknown, because the Game Mode is only replicated on the server.
22:12 Trying to keep these Organized... hahahahahahaha It's a bit late for that!!!
21:45 Please for the love of all that is good, DO NOT check if a bool value is set to TRUE using ==. Just plug that right into the branch and skip the extraneous == node.
Epic games. Thank you so much this helps me allot
Thanks for your effort @unrealEngine team!
When I select a new character, my player slot looses all of its data and goes blank,,, please help
Same problem, but when i select a character my PC goes blank, so i select again a character (the same or another) and it spawns
@@francobarrera5327 I fixed it by connecting the player settings variable to the call update at 17:23
After Selecting a character , player name goes blank, player image change to the default and save file breaks lossing the name and avatar ☹️
Edit. Forgot to remove pins not used in lobbypc set members in player info, working fine atm
Little bit out of context, so I created a Player HUD and creating it on Character Blueprint with/without replication(I tried all 4 options), but when we select that character in character select, that HUD is visible to every other client and my other characters do not have that still it is showing, Plz help I have no Idea why this happening. Thx in advance
Warning This widget does not support focus. If this is a UserWidget, you should set bIsFocusable to true.
how can i solve this. please help me .
I also have this warning. Did you able to find a solution?
answers.unrealengine.com/questions/449571/umg-set-user-focus-doesnt-work.html i found one answer, i hope this help, have you checked your button with the widget?
I had this error and solved it by going to the LobbyMenu and setting the Character Select widget to Is Focusable.
thanks
THX!..
Does anyone know why when the client joins the server they spawn in the ground? Then after they select a character everything goes back to normal.
If anyone is having trouble with the second player not loading when you join the server it is probably because:
I found that my second player was being destroyed on startup and it joined the server but didn't show a character, only sky. Found that I needed to go to LobbyPC and then under Initial Setup / Check for Save Game Info and Tell Server to Update I checked the checkbox for ChangedStatus var. Because if you look at the SwapCharacter in the LobbyGM it checks the ChangedStatus value and if it is true it does nothing. Else it destroys the actor and tries to replace it.
Does your character change when you pick one in the character menu?
@@emilcarlunger9393 Yes
Thank so much epic for teaching us. But I ran into a problem. The server does posses new character when selected but the client doesn't posses when select a new character, instead it keep posses the base character. How can I fix it?
Try checking the box from Call update from Assign Player Graph at Lobby PC I managed to change the skeleton mesh. It worked for me.
For some reason... and I'm using UE4 4.17, but... What if at 20:25 I can't connect my 'Get' Array from 'Characters' / 'SelectedCharacter' to 'Character' on the 'AssignPlayer' node after the SetArrayElem?
So... My character class array > get > AssignPlayer Character class > This error message: "Character Class Reference is not compatible with Arch Vis Character Class Reference."
I have compiled and saved just in case, went back to check the 'AssignPlayer' custom event just to be sure that mine is the same as the tutorial; Hmm... Not sure, I'll continue with the video and trouble shoot a bit. I'll post here when I find my solution unless somebody helps me before then!
Thanks UE4 Family. ;)
Fixed; I'm a dope. Hahah!
So, when you create the Input for the AssignPlayer Custom Event be sure that you don't fat-finger while typing Character for the class reference (Purple).
I accidentally hit A while typing Character and when I selected it, what I actually selected was Arch Vis Character (A decent difference).
Just be sure you're not blind like me. Lolol
@@samohickey Yep, I did the same thing lol. Thanks for the reminder. I also created a character Object instead of a class earlier on which confused the hell out of me.
@@KeremAvclAudioProduction Oh the beloved fat-finger. Hahaha! 😂
I can only choose the Barbarous character by clicking the last avatar. When I click on other ones I respawn with the 0_Base character. Avatars get changed, tho. On Client and Server
i have the problem, that i cant connect the character in to theassigne player (it switchs the get (ref) to a get (copy) (i work with 4.18)
Just a Heads up. Try this if your pawn doesn't spawn in after selecting a character:
In LobbyGM - > Swap Character Event i forgot to give a value from Spawn actors "Return Value" to "In Pawn" in Possess
Hi guys, I have a strange problem: every time I swap characters using the clients, the host player controller try to possess this new character, but it fails because the client has already possessed it. So the host looses his pawn, wich is not getting destroyed and remains without any pawn until I select another character. Can anyone help me?
Boys. If your character is not spawning after Character Select, look at Assign Player event in lobbyPlayerPC. Make sure to take the Struct Out of PlayerInfo and plug it into Call Update. Homie did it reallll ffast and diddnt say it,
It doesn't work
Worked For Me Thanks
If I was just to make a male and female selection what would I haft to delete so that anyone can use male or female????
my characters appears jumping non stop, its like he is falling and i dont have control of the camera, i think is an error of the respawn and swap characters but i really dont know what to do please if anyone knows what to do or how can i adress this problem let me know, im having a really hard time with that
where do you get the player controller reference when you possess the spawned player?
Hello everyone, really nice tutorial once again
I have an issue with the character selection, when i select any character, it's displayed correctly in the lobby, but when I hit play and getting to the map, it gives me the default one.
Do someone have a suggestion ?
Thank you !
I'm having the exact same issue
you end up using a different game mode when you enter the game which then assigns the character specified in that game mode.
Not going into details as I haven't fully implemented it yet either, but you'll have to then once the new character has been assigned also asign it to the new game mode being used
did you figure this out ?
Awesome Serie ! :D Thanks Teach, Epic Game, thanks to my mother too and my computer too.
I have a problem and at the moment I don't know how to solve it.
Every time a client joins or a client switchs the character, the Server spawns in the air, far far away. The old pawn of the Server wasn't deleted. Can anyone help me?
maybe in one of your functions that were run on the server, you forgot to specify the specific player controller, and let it default to "self" in your lobbyPC?
phillip jordan This was my first Idea too. But I've controlled everything and I couldn't find a mistake.
But I found out that this problem just occurred when I ran the client and the server at the same Computer.
If I let another computer join the session the server doesn't fly away / respawn in the air.
I think the problem is that if I run the server and the client at the same computer that at the query of the owning user in the player settings widget the Unreal Engine recognize that there are two owning player at the computer. (Client + server)
That's why I've tested a little bit but nothing helped until now.
@@GermanGoergsLPThis should be explained in the next video. Essentially, there's a function that's missing a couple of important nodes -- specifically, the old 0_Base actor isn't destroyed when the new one is created :)
For some reason, I cannot connect Possess to the SpawnActor node. Does anyone know why?
Hey! Did you by any chance found a solution for this? I've got the same problem :(
My client always changes my servers character , please help if you solved the same problem!
please i have the exact same problem
please i have the exact same problem
I was having a problem where the character would swap to the character I selected but the character was still available to everyone else in the lobby. If you are having this issue like I was make sure your 'for each loop' node is in the LobbyPC is connected to the 'is valid' node and not the 'is not valid' node. That'll fix the issue (hopefully).
Side note...anyone else getting a blue bar under some of the custom events that say "no info will be returned by reference..." cause I have it on 2 or 3 of my custom events. Everything is working fine thus far but I don't know what that means and I don't want an issue down the road :\
Don't forget after you destroy the actor in Lobby_Gm->SwapCharacter to connect the Destroy Actor node to the SpawnActor node. Otherwise your Character won't spawn and isn't possesd anymore!!
Anyone who is having an issue with getting character to switch or spawn and the game mode attempt to kill error. I found a way in my blueprints. I forgot to hook up in our Lobby GM under our respawn character custom event.. I didn’t hook up our get controlled pawn to our destroy actor node from the return value to the target
My player is not spawning on client
Has anyone worked out how to create team spawning?
@glyn hodges imagen please :)
No Character switching in the Lobby... the images and names of the characters switch but the actual characters do not change. The Only character is can see is the 0_Base... But... when I press the Start Session button a Server Mode the LobbyMenu simply dissapears, but when in Client Mode and I select a character and press the Start Session Button the character swithes to the selected one... Any suggestions?
same issue
Someone has the issue of having the mouse in game? How to fix that?
For anyone having a bug where the selected character button is still visible and available for everyone after choosing it on a client or server, make sure you have connected the "For Each Loop" to "Set Is Enabled" in the "Update Available Characters" custom event inside the "LobbyPC"... Took me a while to figure it out.
Hola! Tengo este problema, en el cliente no se deshabilitan los botones de los personajes seleccionados, tengo todo exactamente igual que en el tutorial, el for each loop conectado desde loop body y completed, y aun así no se deshabilitan los botones en los servidores. Podrías ayudarme por favor? Ya no sé qué hacer
evverythings working but now my second player is being called host
ive watched a whole series to simply set a player name to a character and i still cant do it. i just want to pass player name to character and then use that name to tell people who they are aiming at and who they were killed by
Make sure you have texture2D in all your texture2D vars including the S player info in your save game. That did it for me.
Hello, I have a problem with spawning character. It's not spawn for character and player character image. Can you give a sollution ? I check for my blueprint for twice and I think I do the same as the video. Anybody have the same problem ???
:-
When I Click on the character it stays at 0_base the image update but the character stays at 0_base did check the video 2 time pretty sure I did everything as it should I use in 4.19
5:21 you you mixed up the branch
from false to true into is valid?
When joining the server, the second game doesn't spawn a character, and when selecting a character from the second game, the below error message pops up, any ideas?
Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsLobby_GM". Blueprint: LobbyPC Function: Character Check Graph: CharacterCheck Node: Branch
How do you fix it?
UPDATE:
Need to be more attentive. I chose the "Run on ownin Client" instead of the "Run on Server" in "AssignSelectedCharacter" event.....re-viewing the lesson saved me.
Still having the same error, did someone fix this?
I can select the "None" but can't select the other characters why?
Have you connected On Click event for None Button with Character Selection ID equal to 0? If yes, then try putting another number in there and see if it does swap to a different character. If that works for you find your arrays for buttons (should be just above) and verify you have the right pins plugged in.
Pls how can replicate a variable of Game instant
I'm working in 4.13 and when I click on a character button, the character select menu closes as it should, but nothing else changes. the character stays as 0_base, the player list doesnt show the character I selected. I looked through everything we did in this video and didn't see any disconected wires (although I may have missed some). Any ideas?
I'm pretty sure your "LobbyPC">"CharacterCheck" function>"cast to LobbyGM" fails (same for me but I don't have default class selected as 0_base and it spawns nothing for me instead) could you confirm if that's the issue?
Here are some screenshots of the lobbypc and lobby gm.
facebook.com/photo.php?fbid=1468394929854555&set=pcb.1468395106521204&type=3
facebook.com/photo.php?fbid=1468394973187884&set=pcb.1468395106521204&type=3
facebook.com/photo.php?fbid=1468394986521216&set=pcb.1468395106521204&type=3
I checked by having it print a string on failure, and it did fail. how would i fix this?
Note that it fails only on Clients not Server, I've read about the issue around and found out that "gamemode" is only available on a server, so I'm confused as fuck why it works in the video (also my friend did something with replication, fixed this error and forgot what he did exactly so I don't know)
I added you on steam for some real time conversation if you would like, could help us both to learn
By reading the comments down below I see that a lot of people are having issue with spawning character on the client side. Did anyone ever fixe it?
Weird, I didn't have any problems with character spawns. For a short time I had new character spawning every two characters but it was because I didn't connect two nodes which was easy to find and fix. Let me know what's the issue you have, maybe I can help.
Please implement a tutorial like this for LYRA ... This video is great but very dated... ty (:
i can't change characters and checked my blueprints a couple of times. what did i do wrong?
Nevermind! fixed it ^.^
@@izzydizzy9759
how?
I appreciate this tutorial, but , I think this is a bad tutorial. You didn't teach us step by step,instead ,you followed your note and created a bunch of things and in the end combine them together. It really needs an excellent memory, 'cause when I combine those functions together, I've already forgot when and why I created that function ...
I pause the video, then I finish the Event AddToKickList ;(
After i did this tutorial, when i join a game with a client, his character does not appear until after i select a character in the character select menu. My server spawns his character immediately. Any ideas why the client doesn't appear?
Actually ran into a very similar issue, my client was not spawning a Character at all. I had to flip back through the videos... anyways (Video #17 'Player Card Setup' @ 7:30 in) he goes over Set Members in PlayerInfo, the node that you expose. This is the Blueprint 'Lobby_PlayerController' under the 'Load Game' function. It is the last part where you are taking the player name + image from save data and applying it; however in his video he also manually sets the default 'My Player Character' portion to the '0 Base' character.
Here is a actual screenshot on the exact spot I am talking about -> puu.sh/qiTPc/7a5874163f.png
I hope this helps you out some there Micah =).
I think we both missed something, dont know what exactly
Thank you! And thanks for screenshot. Saved my day!
Thanks radio. Helped a ton.
My problem is weird where when I host game and go select character theres a 50% chance of character not spawning. Then characters that do not spawn are not selectable UNTIL I select 'None' two times in a row with the second time selecting spawn no character, BUT! I then can go BACK in character select and select any character and they will spawn but then starts another loop of some spawn others don't until I do above again.
Im working on 4.13.1 i was wondering if anyone else was having an issue where after selecting a character on a client the pawn is destroyed and unable to spawn and posses another selection
have you found the solution?
unfortunately not,i believe the issue has something to do with removing the selected character from the available pool but im still a bit out of my element when it comes to multiplayer
dead114 I have the same problem
There's a lobby menu on the server, but not on the client. I'd appreciate it if you could tell me why.
A good place to start would be to find the code responsible for creating lobby menu. Since it does work on server I would say you forgot to replicate somewhere. Try placing a print string where you create lobby menu widget and see how far does the code go. You can always quickly compare your code with the one in the video.
"LobbyPC">"CharacterCheck" function>"cast to LobbyGM" fails for clients and works for server only, anyone knows the solution? That causes for clients to not be able to get class reference therefore will not spawn any actor, also wont make the selected char become unselectable for others
I don't remember but something to do with replication
I'm bored, if you want live support go to this discord: discord.gg/vzmzxnF
Hey this cast is also failing for me, what was your fix?
I am also getting this to fail. What was the fix?
I will say I hate when I follow a tutorial and then it doesn't do exactly what it does for the guy that made the tutorial. But when you make mistakes and have to debug them, that is when you really start to learn how things work under the hood.
Thank you very much , you can help my how can I create games android with online
Well done !
THANK YOU!
Need to make a very basic two player/two characters for multiplayer. Less time talking aswell lolz
Here's the finished product for Unreal 4.27:
www.cgtrader.com/products/unreal-engine-blueprint-multiplayer-starter-project-template.
Awesome!
31:07
perfect
The moment he was saying "something we made already over here, so i will copy that"....
duplicate code is almost everytime a no go
I would appreciate if you tell me about the animated character selection video after choosing the picture
The second player cannot be controlled after applying these changes. Only the host works. What's gone wrong?
I found that my second player was being destroyed on startup and it joined the server but didn't show a character, only sky. Found that I needed to go to LobbyPC and then under Initial Setup / Check for Save Game Info and Tell Server to Update I checked the checkbox for ChangedStatus var. Because if you look at the SwapCharacter in the LobbyGM it checks the ChangedStatus value and if it is true it does nothing. Else it destroys the actor and tries to replace it.
@@DragonFire360Media Thank you. I have made workarounds over this time, but I also imagine your solution works. Thanks again for the reply.