• Combat Part 2 of N (wiring up Input handling in UE5)

    Combat Part 2 of N (wiring up Input handling in UE5)

    In the last post I had the concept of combat implemented, but not entirely wired up. It still didn’t work from “press key and execute attack”. That is what todays post is about. Although I have the animations all up and working I’ll split it into two parts to keep these posts nice and short. Read more

  • Combat, Part 1 of N

    Combat, Part 1 of N

    I’m finally able to start working on building out a combat system for this game, and boy is it a lot more complicated than I originally anticipated. Before that however, I had to modify my architecture a bit because during building out the ECS system for combat I realized I didn’t actually understand how Jolt Read more

  • More Animation Work

    More Animation Work

    Hey folks, back after a slight break (trip) but I have been getting back into things here by fixing my animations and getting them to work for the network character(s). Let’s dive in. As you may recall we left off with our character able to run around with the default animation blueprint all wired up. Read more

  • Fixing PMOCharacter animations

    Fixing PMOCharacter animations

    As cool as it is to see my character zooming around in the A pose, I wanted to fix up at least my own character class’s AnimBlueprint. By default the Animation blueprint is heavily coupled to the Character and CharacterMovementComponent. Meaning, me hijacking movement with Jolt’s physics isn’t going to work out of the box. Read more

  • PMO Network Movement in UE5

    PMO Network Movement in UE5

    Mission Accomplished Phew, after a year and a month, I FINALLY have networked movement visible with Unreal Actors in my MMORPG! As you can see we now have characters moving around and visible in the UE5 editor: Your browser does not support the video tag. Problems getting here After my performance / load testing I Read more

  • Performance & Load Testing (300 Concurrent Clients!)

    Performance & Load Testing (300 Concurrent Clients!)

    As much as I want to get multiple characters up and running around in Unreal Engine so I can see them, there’s one final task I must complete, and that is making sure this whole thing is actually going to work to the scale I want it to. I want at least 200 players to Read more