Skip to content
This client-project is written for kbengine(a MMOG engine of server)
Branch: master
Clone or download
Latest commit 1b0f4de Jun 24, 2019
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
Config up Jan 12, 2019
Content UP Jun 24, 2019
Plugins/kbengine_ue4_plugins UP Jun 24, 2019
Source 位置和朝向同步异常 #1171 Apr 17, 2019
kbengine_demos_assets @ 1ac8fcb up Apr 15, 2019
.gitignore up Jul 26, 2018
.gitmodules up Apr 2, 2018
README.md UP Jun 24, 2019
README_CN.md UP Jun 24, 2019
kbengine_ue4_demo.uproject UP Jun 24, 2019

README.md

KBEngine_ue4_demo(UE4.22.3)

This client-project is written for KBEngine(a MMOG engine of server)

http://www.kbengine.org

中文

Demo搭建文档,QQ交流群:461368412,论坛

Releases

sources		: https://github.com/kbengine/kbengine_ue4_demo/releases/latest

KBE-Plugins docs

kbengine_ue4_demo\Plugins\kbengine_ue4_plugins\README.md

Start:

1. Download KBEngine(a MMOG engine of server):
	Download(KBEngine):
		https://github.com/kbengine/kbengine/releases/latest

	Build(KBEngine):
		http://kbengine.github.io/docs/build.html

	Installation(KBEngine):
		http://kbengine.github.io/docs/installation.html

2. Use git to get the demo-assets(server):

	In the kbengine_ue4_demo directory:

	* Git command: git submodule update --init --remote

submodule_update1

	* Or use TortoiseGit(menu): TortoiseGit -> Submodule Update:

submodule_update2

	* Or manually get the demo-assets(server)

		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

demo_configure

4. Generate a Client plugins from the server-side asset library (optional, one by default unless the server-assets is modified)
	1: Double-click to run kbengine/kbengine_demos_asset/gensdk.bat
	2: Copy kbengine_ue4_plugins to kbengine_ue4_demo\Plugins\

Configure Demo(Optional):

Change the login address:

demo_configure

	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://kbengine.github.io/docs/startup_shutdown.html)

Start server:
	Windows:
		kbengine\kbengine_demos_assets\start_server.bat

	Linux:
		kbengine\kbengine_demos_assets\start_server.sh

	(More: http://kbengine.github.io/docs/startup_shutdown.html)

Start the Client:

Directly start(UE4Editor or Executable file).

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:
	...

Tools:
	https://github.com/darkwere/ServerRecast

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\Source\KBEnginePlugins\Engine
	Client plug-in core codes.

Plugins\KBEnginePlugins\Source\KBEnginePlugins\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.).

	Scripts\Account:
		Corresponds to the client side of the KBE server account entity.

	Scripts\Avatar:
		Corresponds to the client side of the KBE server avatar entity.

	Scripts\Monster:
		Corresponds to the client side of the KBE server monster entity.

	Scripts\interfaces\:
		Corresponding to the module defined in KBE(entity_defs\interfaces).

Source\kbengine_ue4_demo:
	kbengine_ue4_demo\PlayerCharacter:
		Current client player, the script processing model and animation and other parts.

	kbengine_ue4_demo\GameEntity:
		Whether the monster or other players, by the script responsible for the model and animation and other parts.

	kbengine_ue4_demo\GameModeLogin:
		Manage landing scenes, listen for events related to the KBE plug-in, and trigger events to the plug-in.

	kbengine_ue4_demo\GameModeSelectAvatar:
		Manage role selection scenarios, listen for events related to the KBE plug-in, and trigger events on the plug-in.

	kbengine_ue4_demo\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.

Screenshots:

screenshots1 screenshots2 screenshots3

You can’t perform that action at this time.