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…
In this post we're going to be using the content from previous post, where we synchronize the current character motion, and render the nearby players motion. https://www.youtube.com/watch?v=9XQbA3nH4yc Synchronise motion part…
In this post we're exploring how we can 'log into' a game using a custom server. This is continuation for character creation/selection screen covered here. Specifically, it's about the implementation…
This post is part 5 of mmo character creation series. Overview for character creation Dealing with complex nested options Applying the options to skeletal mesh (using n-hance assets) Connect character…
This post is part 4 of mmo character creation series. Overview for character creation Dealing with complex nested options Applying the options to skeletal mesh (using n-hance assets) Connect character…
In this post we're going to have a look at creating a MMO style inventory system using Java. This will later be connected with Unreal Engine to complete the backend-frontend…
In the previous chapter we've programmed a character controller in our Java Micronaut application which you can find here. This part is split into two parts, second being available here.…
Note that a lot of 'movement' has been updated to use Websockets (and connecting to it via BP only in UE) in chapter 26 and chapter 27. However, if you're…
Note that a lot of 'movement' has been updated to use Websockets in chapter 26 and 27. https://unreal-mmo-dev.com/2022/10/26/26-unreal-engine-synchronize-motion-with-a-custom-server/ However, if you're looking for simple HTTP guide on achieving this, continue…