- Works on the dedicated server.
- Works offline
Instructions
In the project settings, activate the option “Enable Multiplayer World Origin Rebasing”
Project Settings> Network
Put the actor: GridGenerator_BP in the world
Put the actor: GetWorldOrigin_BP in the world
Check the character’s collisions with the GridGenerator_BP
In the editor select the actor GridGenerator_BP in the world click on the details tab and there will be buttons and parameters that can be controlled in the editor to generate the grids, increase the radius of the cube if it is an even value or a rectangle if it is an odd value or remove it.
If it is a multiplayer game, it may be necessary to check how the player replicates the character’s location and where actors are spawned, location correction calculations on each client side can be made. See: Rebase Zero Irigin Onto Local and Rebase Local Origin Onto Zero. Or use the relative locations between the character and the center of the collision boxes.
The actor: GetWorldOrigin_BP uses a 3d widget to allow the user to view the origin of the world during the game.
Number of Blueprints: 20
Network Replicated: (Yes)
Supported Development Platforms: (ALL)
- 在专用服务器上工作。
- 离线工作
指示说明
在项目设置中,激活选项”启用多人世界起源Rebasing”
项目设置>网络
将actor:GridGenerator_BP放入世界
把演员:GetWorldOrigin_BP放在世界上
检查角色与GridGenerator_BP的冲突
在编辑器中选择actor GridGenerator_BP在世界上单击详细信息选项卡,将有按钮和参数可以在编辑器中控制以生成网格,增加立方体的半径(如果它是偶数值)或矩形(如果它是奇数值)或删除它。
如果是多人游戏,可能需要检查玩家如何复制角色的位置以及actor产生的位置,可以在每个客户端进行位置校正计算。 见: 将零Irigin重新绑定到本地 和 将本地原点重新转换为零. 或者使用角色与碰撞框中心之间的相对位置。
Actor:GetWorldOrigin_BP使用3d小部件,允许用户在游戏过程中查看世界的起源。
蓝图数目:20
网络复制:(是)
支持的开发平台:(全部)
This project is focused on a grid tool that reposition the origin of the world individually for each player.
This grid generator is a algorithm that spawns several grids in the editor next to each other in the 3 vectors X, Y and Z. The grid size is equal to the maximum size of a landscape. The number of actors is temporarily stored in the grid generator variables and can be infinite.
(World Origin Rebasing: When a player travels a certain distance from 0,0,0 (the world origin), the world origin is reset to the To the center position of the triggered box. This eliminates floating point precision errors on things like animations that occur at great distances from 0,0,0). See about how it works at this link.
Frequently asked questions and answers:
The project is not a GPS scraper.
The project is not a plugin.
The project does not change the source code of the unreal engine, so it does not rewrite the “Set World Origin Location” method.
The project was not designed to work with world composition.
The migration project must have at least one character to call the grid trigger event (check yours collisions first).
The project is multiplayer but rebasing only happens on clients or player servers that use presence.
The project does not allow for an infinite universe. There is a limited radius where rebasing no longer works, float precision limit.
You need to set your project options manually based on those described in the instructions, transferring content from this project to your current one is not automatic.
It allows each player to have their own origin in the world and to share objects and their location on the server relatively.
It allows for giant worlds or space games.
Video demonstration: https://www.youtube.com/watch?v=V8ys099dOeE
License: Commercial for end-game product. (cannot sub-license the content for further redistribution)
If you found this raw pack sold outside the Epic Games Store, please report: webtvbrowserhelp@gmail.com.
这个项目的重点是一个网格工具,为每个玩家单独重新定位世界的起源。
这个网格生成器是一种算法,它在编辑器中生成几个网格,在3个向量X,Y和Z中彼此相邻。网格大小等于地形的最大大小。 Actor的数量暂时存储在网格生成器变量中,并且可以是无限的。
(世界原点Rebasing:当玩家从0,0,0(世界原点)行进一定距离时,世界原点重置为触发框的到中心位置。 这消除了在距离0,0,0很远的地方发生的动画之类的东西上的浮点精度错误)。 请参阅此链接的工作原理。
常见问题及答案:
该项目不是GPS刮板。
该项目不是插件。
该项目不会更改虚幻引擎的源代码,因此不会重写”设置世界原点位置”方法。
该项目的设计不是为了与世界组成一起工作。
迁移项目必须至少有一个字符才能调用网格触发事件(首先检查您的冲突)。
该项目是多人游戏,但rebasing只发生在使用presence的客户端或玩家服务器上。
该项目不允许无限的宇宙。 有一个有限的半径,其中rebasing不再起作用,浮动精度限制。
您需要根据说明中描述的选项手动设置项目选项,将内容从该项目传输到当前项目不是自动的。
它允许每个玩家在世界上有自己的起源,并相对地共享对象和它们在服务器上的位置。
它允许巨大的世界或太空游戏。
视频演示: https://www.youtube.com/watch?v=V8ys099dOeE
许可证:终端游戏产品的商业. (不能再授权内容作进一步再分发)
如果您发现这个原始包装在史诗游戏商店外出售,请报告:webtvbrowserhelp@gmail.com…
评论(0)