In this post, we're going to create and fetch the characters for the logged in user. This is extension of previous post which integrated with PlayFab to Login and Register.…
In this post we will look into integrating PlayFab login and create blueprints. We will focus specifically on blueprint logic rather than the design. This is effectively equivalent to OWS…
This post is about integrating with OWS project. It assumes you already configured the OWS starter project that can be found here: https://www.openworldserver.com/getting-started/ue5.html Furthermore, you can find extension to this,…
In this post we're going to cover some more zoom and rotate options, this time without the use of a spring arm. Here are some alternatives: Rotate the object rather…
In this post we're going to be handling camera zoom and camera rotation around an object using spring arm component connected to camera. There's few other techniques for handling them,…
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 going to be synchronizing characters motion using a custom server. https://www.youtube.com/watch?v=1nxJMHweMQE Synchronise motion part 1 In the previous post, we've implemented the functionality to 'login' a…
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…
This is the 3rd post for the following steps: Overview for character creation Dealing with complex nested options Applying the options to skeletal mesh (using n-hance assets) - This post…