KBEngine_ue4_demo
This client-project is written for KBEngine(a MMOG engine of server)
中文
Releases
sources : https://github.com/kbengine/kbengine_ue4_demo/releases/latest binarys : https://sourceforge.net/projects/kbengine/files/
KBE-Plugins docs
https://github.com/kbengine/kbengine_ue4_plugins/blob/master/README.md
Start:
1. Download KBEngine(a MMOG engine of server): Download(KBEngine): https://github.com/kbengine/kbengine/releases/latest Build(KBEngine): http://www.kbengine.org/docs/build.html Installation(KBEngine): http://www.kbengine.org/docs/installation.html 2. Use git to get the plugin(client) and demo-assets(server): In the kbengine_ue4_demo directory: * Git command: git submodule update --init --remote
* Or use TortoiseGit(menu): TortoiseGit -> Submodule Update:
* Or manually get the plugin(client) and demo-assets(server) Download plugin(client): https://github.com/kbengine/kbengine_ue4_plugins/releases/latest unzip and copy to "Assets/plugins/kbengine/kbengine_ue4_plugins" Download demo-assets(server): https://github.com/kbengine/kbengine_demos_assets/releases/latest unzip and copy to "kbengine/" (The root directory server engine, such as $KBE_ROOT) 3. Copy "kbengine_ue4_demo\kbengine_demos_assets" to "kbengine\" root directory
Configure Demo(Optional):
Change the login address:
kbengine_ue4_demo\Content\ClientApp-> ip kbengine_ue4_demo\Content\ClientApp-> port
Start the Servers:
Ensure that the "kbengine_ue4_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory Reference:Start Check the startup status: If successful will find log "Components::process(): Found all the components!". Otherwise, please search the "ERROR" keyword in logs, according to the error description to try to solve. (More: http://www.kbengine.org/docs/startup_shutdown.html) Start server: Windows: kbengine\kbengine_demos_assets\start_server.bat Linux: kbengine\kbengine_demos_assets\start_server.sh (More: http://www.kbengine.org/docs/startup_shutdown.html)
Start the Client:
Directly start(U3DEditor or Executable file). (Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
Navmesh-navigation(Optional):
The server to use recastnavigation navigation. Recastnavigation generated navigation mesh (Navmeshs) placed on the: kbengine\kbengine_demos_assets\res\spaces\* Generation Navmeshs: ...
Structure and interpretation:
The relationship between plug-ins(KBE) and U3D and servers: Plug-in and servers: Responsible for processing and server network packet. account login/logout process. By server notification logic entities are created and destroyed. Processing synchronous logical entity attribute data. etc. Plug-in and U3D: The plug-in will trigger some events to the U3D graphics layer, the graphics layer determines whether to capture some events, get data to render performance (for example: create a monster, a NPC move-speed increase, HP changes). U3D graphics layer will input the event trigger to the plug-in layer (for example: the player moved, hit the relive button UI), the plug-in logic script layer determines whether the need to transfer to the server. etc. clientapp: In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc. Plugins\KBEnginePlugins Client plug-in core codes. Source\kbe_scripts: KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.). kbe_scripts\Account: Corresponds to the client side of the KBE server account entity. kbe_scripts\Avatar: Corresponds to the client side of the KBE server avatar entity. kbe_scripts\Monster: Corresponds to the client side of the KBE server monster entity. kbe_scripts\interfaces\: Corresponding to the module defined in KBE(entity_defs\interfaces). Source\ue4_scripts: ue4_scripts\PlayerCharacter: Current client player, the script processing model and animation and other parts. ue4_scripts\GameEntity: Whether the monster or other players, by the script responsible for the model and animation and other parts. ue4_scripts\GameModeLogin: Manage landing scenes, listen for events related to the KBE plug-in, and trigger events to the plug-in. ue4_scripts\GameModeSelectAvatar: Manage role selection scenarios, listen for events related to the KBE plug-in, and trigger events on the plug-in. ue4_scripts\GameModeWorld: Listen to events related to the KBE plug-in, trigger events to the plug-in, and manage scripts for in-game maps, such as creating a specific 3D monster in the scene. Content\LoginScene: Start the scene, which starts to enter the game. Content\SelectAvatarScene Game character selection map. Content\WorldScene A map of the scene in the game.