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BLog POst2 (2/12/2019)

Here I work on getting my scripted event for a meteor strike to work on both client and server side during a multiplayer match

Meteor Strike Blueprint blues

The meteor strike event on Asteroid mine is to be the big "wow" moment on the map. The logic powering the event is broken down as such.

  1. A player sees another player making a bid for the lighting gun out past the asteroid protection field

  2. The first player times his actions just right and triggers the tractor beam to pull in a small meteor just as the second player reaches the lighting rifle

  3. Boooom! Then splat goes the second player, the first player triumphant goes and retrieves the lighting gun for himself

 

That is the vision at least. Getting the meteor to work was a test of patience and understanding of how multiplayer scripting works. 

 

My biggest struggle with this problem was getting the client synced up with the server, which is called replication in Unreal Engine. On the server side the meteor would strike down and do damage but to the client, nothing would happen. The trigger is a button that the player shots, which was in the base Unreal Tournament content. I called this blueprint through an interact interface in my meteor blueprint for all the custom logic to take place. I am using a timeline to power the movement of the meteor and initially, I was hiding the meteor at the end of the timeline. The hide actors node, unfortunately, does not replicate down to the clients from the server I found out. To overcome this, I simply added a translate node that moves the meteor back to its starting location when the timeline is over. This replicated down to the client and the player is none the wiser. 

Blueprints & Logic

Final Result

I build cohesive, engaging worlds that bring the players into the games.

I strive for excellence in my work and my team.  

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©2019 by Harrison Baumann

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