In the previous two posts, we were creating our combat system for our game. post 49 - initial implementation for combat post 50 - adding validation for better combat Now,…
In the previous post, we've introduced a very basic combat implementation that's running between Unreal Engine and Java, you can find it here. As usual, the Java Micronaut server code…
In this post we explore how to begin a very basic combat implementation for our MMO in Unreal Engine. https://youtu.be/GIoldfa2Z80 Basic combat implementation begun Note that we will not implement…
In this post we're extending our inventory and our items equip system. The equip system was implemented in part 46. Please note that this is effectively still work in progress,…
In this post, we explore how to make draggable widgets in UE. In particular, I'd like to make a generic draggable window-type widget. See the video demo for example widgets…
In the previous post we briefly introduced the Stats system and how we will equip items using our Java server. In this post we will explore how to integrate that…
In the previous posts, we created and modified our inventory system in Java Micronaut to be reactive and use websockets. The basic inventory demo was shown here. Inventory system was…
I've recently made some changes to the custom MMO server to support dynamic inventory. The Java Micronaut server code that's used can be found here on GitHub. The video going…
This post is part of the journey of making MMO server using Unreal Engine and our Micronaut java server. Here are some of the linked posts. How to make effective comms…
In this post we will explore how to handle smooth updates for your actors in Unreal Engine. These actors could be players or mobs. Essentially what we will achieve is…