ue5-multiworld-demo
UnrealPakTool
ue5-multiworld-demo | UnrealPakTool | |
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3 | 5 | |
29 | 435 | |
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0.0 | 0.0 | |
8 months ago | over 2 years ago | |
Batchfile | Batchfile | |
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ue5-multiworld-demo
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MultiWorld v1.7.0 is now available: it contains bug fixes and a renewed sample project. The plugin allows any game to run several independent UWorld instances at the same time.
Maybe you could get a better idea of what it does with the pre-built demo: https://github.com/UNAmedia/ue5-multiworld-demo/releases
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Version 1.5.0 of MultiWorld for Unreal Engine is now available. The plugin allows a game to run several independent UWorld instances at the same time.
Secondary Worlds are not network replicated, but you can send RPCs from them. We have an example of it in our sample project on GitHub (https://github.com/UNAmedia/ue5-multiworld-demo), where the changes in the client inventory (a Secondary World) are sent to the server to network-replicate them to all the clients.
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MultiWorld v1.1 is now available for UE4.26 and UE4.27. It includes the new "visual transition system" when switching from an UWorld to another one! It uses an ordinary material to drive the effect, so it's very easy to create custom results.
The technique you mention is used in the demo application (https://github.com/UNAmedia/ue4-multiworld-demo - there’s also a build ready to download) to showcase a possible use in a multiplayer game: the main world is network-replicated, while a secondary world is used as an “inventory” scene to change the player attributes. While the secondary world is technically not network replicated, it simply calls methods on the actors in the main worlds to take advantage of network replication, replicating the player changes to all the connected clients (using the standard replication system of UE4). I thin in the demo there’s a better description :)
UnrealPakTool
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Is this a dev item?? I got it from a cargo crate, the skin has no name.
Get https://github.com/allcoolthingsatoneplace/UnrealPakTool
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Easy 4K cursor fix
Found this github repo which explains how to use the commands with the tool called UnrealPak. My plan was to unpack the assets, replace assets, re-pack assets.
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Bit of a treasure trove in the Kid A Mnesia Exhibition package
Looks like this will have to be done on Windows using a tool like this https://github.com/allcoolthingsatoneplace/UnrealPakTool
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The company I was using to create an interactive environment was sold, and the new people I'm working with are missing deadlines. What are my options?
Assets such as meshes, animations, textures and sounds can be ripped from the compiled project with something like Unreal Pak Tool, unless they are encrypted and you don't have access to the encryption key.
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Datamine - MTX Store Armor Skin Images
In regards to datamining, it starts with a solid foundation of computers and programming. Then compression, encryption, and reverse engineering. It is a difficult thing to learn, but there are some handy tools out there that work universally for some engines like the UnrealPAKTool and UtinyRipper. Look through their code and try to understand how they are dealing with files.
What are some alternatives?
PBCharacterMovement - HL2-style, classic FPS movement for Unreal Engine implemented in C++
UtinyRipper - GUI and API library to work with Engine assets, serialized and bundle files
GASContent - Repo to gather all Gameplay Ability System content for UE4
kotlin-unreal - kotlin-unreal: Use the amazing Kotlin language with Unreal Engine 4 and 5
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
SoftTagBody - SoftTagBody UPROPERTY metadata specifier that works with Typed gameplay tags in Unreal Engine 5.
UE-Module-RelatedWorld - Module for support separated server maps with replication to the persistent client map
SoftTagBody-Example - Example of a module using the SoftTagBody metadata specifier on GameplayTag-derived fields.
ALS-Community - Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes
LocalizationUE4 - Translation Editor for Unreal Engine 4
ElgKismetEditorWidget - This is an Unreal Engine 5.0 editor only plugin to make it possible to use Editor Utility Widgets inside the Blueprint Editor. It also add possibilities to make Editor Widgets that access and edit blueprint graphs.