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…
In this post we continue the journey of making MMO server using Unreal Engine and our Micronaut java server. This is the continuation of these posts: How to make effective…
This is the first part of how to make effective comms between Unreal Engine and a custom server. The posts in this series can be found here: How to make…
Over the next few posts, we will look at how to (more effectively) synchronize players motion between a custom server (Java Micronaut in our case) and Unreal Engine client. Here…
This is a short post on how to compile your plugin code against another version of Unreal Engine. At times, when you upgrade your UE version, you may find that…