For some clients, the player and spectator counts by the top left are not accurate. Thinking of adding a server rpc method to the player controller class and calling this method from the widget blueprint to fix this.
You can't swing the pickaxe unless you go into build mode first and then back. This only happens when testing on a dedicated server. As of now, not sure of the cause.
The projectile is currently using the rotation of the camera, but I've recently found a way to make it actually go towards the center of the screen using a line trace. Need to implement this asap.
Currently there is an issue only occurring when the game is hosted remotely in that players can not turn unless holding down the right mouse button simultaneously. This is not happening locally.
Specifically for mechanics like building and shooting. To compensate for server lag aka the delay between when the clients presses a button and the server processing the request to spawn an actor, I will eventually try to spawn the actor on the client first and remove it later in hopes that the actor has spawned on the server by then.
For example, we have found players being able to hold healing items and weapons simultaneously, even while in build mode. So I have to check when I am spawning and destroying actors.
Implement a front-end start screen similar to the game's login screen and its theme based on Fortnite: Save the World's quest log UI; see concept and source images below:
Would you be interested in creating software together with me and a few of my friends. We are only in 8th grade but were interested in game programming, ai, and we also enjoy creating product ideas with the intent to sell them at a future time.
Currently, players will automatically start out as spectators when they join the game too late (2 and a half minutes after 2 players have joined the game). However, in this scenario, they will not be able to move. The reason for this is still unknown.
Currently, the code needs to be refactored so that more logic is done on the client instead of on the server, This can be achieved by reducing the number of server and netmulticast calls, and only using these functions when absolutely necessary. Also, these functions will contain little logic as to not put strain on the server.
Not sure of the cause at the moment, but I have noticed that if you are running for a while and do not anything besides just holding the weapon, then it disappears graphically. However, the weapon can still be used. For example, if you were holding a gun, you can still shoot with it.