Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm the author of the Map Room Teleport Crystal mod and noticed a problem I've had in my mod.
When a player uses the replica to teleport they can fall through the terrain or buildings. This usually happens when the server (doesn't matter if SP/Coop or Dedi) doesn't have the target chunk loaded, e.g. because no player was active in that or a neighbouring chunk recently.
Because of that I'm guessing you're currently using the `Teleport` node. Using the node `Teleport Triggerbox Activated` can prevent that happening.
The `Teleport` node immediately moves the Actor to the target location - if the terrain and/or buildings at the target aren't loaded however the Actor falls through them (since the engine doesn't know they're there yet).
The `Teleport Triggerbox Activated` node will force a loading screen for players on teleport - which first loads in the target area and then moves the Pawn controlled by the Controller to the target location.
You can look at the usage of the node in the maproom blueprint `BP_PL_Maproom`, function `TeleportPlayer` right before the rightmost return node.
I have 15 active obelisks. Every time I shut down the game and start it up again, the teleport list "forgets" the name of the last obelisk. It always displays the coordinates instead of the name I entered during the previous gameplay session into the text field. The other obelisk names are okay, only the last one behaves in this way.
(Single player game.)
@Milla_M Hi. I am struggling to reproduce this on my side. Is there anything special or unusual about the name you are using or the location of the obelisk? It's consistently happening with the same obelisk? Did this happen before 15 of them, and have you added any extra since then? Thanks
E.g. on our server we have a building where the first floor starts has two foundation levels below it (first foundation level is on the ground, second foundation level is on top of that) - when teleporting to the replica in there the player character always lands inside those foundations and has to jitter around until they pop out of the foundations.
I believe the map room blueprint also has a node that chooses a random free spot around target coordinates, which is passed to the `Teleport Triggerbox Activated` node - you could replace the `Teleport` node's space checking with that.
@Medardusai Thanks for the feedback! I have reworked the teleportation system to consistently use the Teleport Player Server function and have a defined exit point that is collision-checked as part of the object's placement. I had to add it for newly placed obelisks only so that I don't break any existing ones that do work.
My server keeps crashing when moving between the obelisks... It always seems to happen when I teleport back to my base.
When I try to start the game I keep getting the Mod Mismatch screen and the new mod isn't showing up. I'm trying to replace a mod with this one (due to the 7 mod limit) and that one disables and reinables with no issues.