xXxFugraxXx
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- Sep 16, 2024
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Anyone working on anything in unreal engine for tibia?

If you are planning to make it multi without tfs integrarion gl. If not, you are writing code that is already in tfsPlan on making it multiplayer
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Working on path finding for monsters![]()
Than start doing everything from scratch as multiplayer, as moving the logic from single player to dedicated server is pain in the ass if you plan to do that afterwards in UE.Plan on making it multiplayer
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Working on path finding for monsters![]()
I'd say he can learn a lot. Learning is never a waste of time, especially if it aligns with his hobby.Looks cool but time waste for sure
All he will learn is that UE is the worst choice for this type of game.I'd say he can learn a lot.
He'd need to write several things for sure, which are built into the other engines. But looking at what he has (grid tile walking), he has already done some of these basic things.All he will learn is that UE is the worst choice for this type of game.
I have done several projects in ue. Some in 2d some in 3d... I agree with Jeidi, its better to start doing replication from start... Otherwise you will be refactoring lot of code...Always open to ideas btw and helphaha tyty for the comments everyone \o
Im starting to learn beardth/griddy/A* path finding
in this video i worked out my collisions / getting blocked tile positions
Yeah thats fine, even if everything is blueprintsYea sure i dont mind my projects a mess right now still playing around with stuff and learning xD if theres anything you would like to see let me know
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keep in mind i haven't touched C++ yet at all with this project Samco xD
Functions will fire and complete within the frame; macros can have delays. You use macros right now, such as "Branch", "Sequence", "Loops", etc. Macros don't support local variables as functions, and I'm not sure if you can call macros from other blueprints using another actor's reference.xD k i understand functions idk what macros are used for in unreal![]()