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Unreal Marketplace Version

Marketplace rules don't allow blueprints as free assets, so the MP version price is set to $5

Event-Driven Network Montage System

This is a lightweight component, it simplifies the Montage RPC process and use events to handle Montage's logic

In the example, includes weapon switching & attack & combo & hitreact & weapon trails & weapon hit trace

Usage

Add component CT_Cmpt_Montage to any Actor, such as BP_Weapon, BP_Character, BP_Ability, etc.

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Regular Montage RPC

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RPC in MontageSystem

And also fixed the bug that StartingPosition is not works when specifies StartingSection

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Network Options

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NetworkPriority

None: No replication

Server: Montage will be played on the server first and then multicast to all clients

OwningClient: montage will be played on the OwningClient first, then played on Server, and finally Multicast to other Clients

NetworkDelayOffset

If True, When network is bad, Other clients will skip the delayed time

For example, you played a 1-second Montage (NetworkPriority=OwningClient), and another client network delay is 0.5-second. this client will saw your montage is played starting from 0.5. This will ensure that other clients are at the same progress as your montage

Handle Notify in Actor

I prefer to handle Notify in Actor instead of creating BP_Notify files because in Actor can easily modify values ​​and change resource files at runtime.

In the example. I created a BP_Weapon that handles Combo & Weapon Trails & HitTrace notifies, and then used Child Class to change Trails FX. I think this way is more flexible and clean. This is just optional, you can also use BP_Notify if you want

using the built-in MontageNotify and MontageNotifyWindow.

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Then handle Notifys through the component's Events. This way, all the logic of the Montage can be kept in one BP_Actor

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There is a useful function NotifyStartsWith? in the component. It's used to split NotifyName and allowing you to simply handle complex Notify

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Other Events

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In short, they are events within PlayMontage.

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