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Tibia In Unreal Engine?

Hmmmm idk how id do it with a tick :o

xD k i understand functions idk what macros are used for in unreal :o

For not doing the monster "think" on tick, you can call the Set Timer by Function Name (looping, max once per frame) with your custom delay per each "think".

However, for the monster behaviour, it would be better for you to use built-in behaviour trees and blackboards
 
NGL, it looks dope but what would benefit tibia over running on unreal engine?
 
Many things i think :O

+Blueprints for scripts
+Easy sprite editing/adding
+Everything built into one(sprite editor,dat editor,map editor :o)
+Many OT's use custom clients and sprites anyways so mine aswell start from scratch :o

But sad thing is no one really has anything out for Tibia UE5 so its like starting at the bottom of the barrel xD

Tibia 15 has alot of new features that almost impossible to replicate with older clients xD



I was working on trying to make the client today :o
 
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Had to start froms scratch again but i fixed alot of stuff :o
+Useing line traces for collisions now and not teleporting the character
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Many things i think :O

+Blueprints for scripts
+Easy sprite editing/adding
+Everything built into one(sprite editor,dat editor,map editor :o)
+Many OT's use custom clients and sprites anyways so mine aswell start from scratch :o

But sad thing is no one really has anything out for Tibia UE5 so its like starting at the bottom of the barrel xD

Tibia 15 has alot of new features that almost impossible to replicate with older clients xD



I was working on trying to make the client today :o
No offense, but you really don’t know what you’re talking about. People have already pointed out that you’re trying to do both server and client in one, which just doesn’t work. Sure, you can build a client in unreal, some ppl have done that in unity, but no, you can’t use Blueprints for server-side logic if you’re aiming for multiplayer in your scenario. If you try to bundle everything together like that, what you end up with is basically a single-player 2D game in unreal with tibia graphics.
 
No offense, but you really don’t know what you’re talking about. People have already pointed out that you’re trying to do both server and client in one, which just doesn’t work. Sure, you can build a client in unreal, some ppl have done that in unity, but no, you can’t use Blueprints for server-side logic if you’re aiming for multiplayer in your scenario. If you try to bundle everything together like that, what you end up with is basically a single-player 2D game in unreal with tibia graphics.

Actually, you wrote complete nonsense here. Unreal does split between its replication and RPCs logic while you are cooking the project, so you have a separate server and client after packaging. However, while working in the editor, you have one place and one editor to edit both simultaneously. (So everything that should run client-sided will be cooked into the client's exe, and server's code will be inside your engine's binary).

Here are some old GIFs of my dedicated server + client made in UE:

Client view:
UnrealEditor_eMNeQ2D3wM.gif

Other player's view [that's why the camera is not moving]:
UnrealEditor_5iNnqSRgfi.gif

You can easily test multiple connections as well, and the dedicated server's console will be started when you "run" the game from the editor in the background:
UnrealEditor_BgIzP39PH8.webp
 
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Woooooah Cool :D! thanks so much Jedi im useing advanced sessions 5.5 right now to test if i can even get multiplayer working but im having a problem with controllers xD idunno how to setup multi controls for my script atm... sooon though ill figure it out

Steam Advanced Sessions 5.5 btw probably do something difffernt if i was aiming for RPG but if im just going to make a war server thing / ctf kind of game then steam advanced sessions should be fine for player hosting with multiple clients connected to them :P

so depending on the players
RPG Lobby 1-1000+ players
War server 1-100~ players
CTF Lobby 1-30~ players
1v1 arenas 2 player
id use differnt hosting methods other than the original 1 dedicated server system :o

If im gonna make something universal to share i think i need to consider having multiple options for topic above :o
 
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You shouldn't use Listen Server (player-hosted one) for any competitive kind of game, as it's easy to cheat for the lobby creator.
 
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