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License: Other
Custom fortnite game server project
License: Other
One last comment Kemo here it is hope this helps!!
Consider using a random number generator from the C++ standard library to generate the Handle for a new FGameplayAbilitySpec
, instead of using the rand()
function. This would make the code more portable and easier to maintain.
#pragma once
#include "Native.h"
#include <algorithm>
#include <random>
namespace Abilities
{
struct AbilitySystemComponent
{
static FGameplayAbilitySpec* findAbilitySpecFromHandle(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayAbilitySpecHandle& abilityHandle)
{
const auto& activatableAbilities = abilitySystemComponent.ActivatableAbilities.Items;
const auto it = std::find_if(
activatableAbilities.begin(),
activatableAbilities.end(),
[&](const FGameplayAbilitySpec& spec) { return spec.Handle.Handle == abilityHandle.Handle; }
);
return it != activatableAbilities.end() ? &*it : nullptr;
}
static void consumeAllReplicatedData(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayAbilitySpecHandle& abilityHandle, const FPredictionKey& abilityOriginalPredictionKey)
{
// FGameplayAbilitySpecHandleAndPredictionKey toFind { AbilityHandle, AbilityOriginalPredictionKey.Current };
// auto MapPairsData = AbilitySystemComponent->AbilityTargetDataMap;
}
};
struct PlayerPawn
{
static bool tryActivateAbility(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayAbilitySpecHandle& abilityHandle, bool inputPressed, FPredictionKey& predictionKey, FGameplayEventData& triggerEventData)
{
const auto abilitySpec = AbilitySystemComponent::findAbilitySpecFromHandle(abilitySystemComponent, abilityHandle);
If you need me for anymore look overs LMK
Thanks OperativeA115 - C++ / C Programmer
When you leave the menu, it just completly crashes the server
Expected Behavior
Your walk speed should be the same
Current Behavior
You are slow
Steps to Reproduce
Join or host a match
Find a way to die
Rejoin the match
You will notice that your walk speed is super slow
When Fortnite is in a window, Startbus, Game, and other menus do not appear.
Every time I try to host I send my friends my hamachi ip and every time they try to load in they just stays on the loading screen for like 30 seconds then they are sent back to the lobby the same thing happens if I try to join my friends please help I just want to play with my friends.
the sdk is for 3.1, think its possible to use 3.1?
Expected Behavior
Current Behavior
Steps to Reproduce
Join or host a match
Sprint while building ramps
It doesn't happen all the time im not exactly sure what causes it
players disappear and reappear all the time
Every time I try to host the game crashes on the loading screen for no reason at all I cant even join myself because the game crashes before I can even join please help.
error C2666: 'SDK::FGuid::operator ==': overloaded functions have similar conversions on UE4.h at line 100
error C2666: 'SDK::FVector::operator ==': overloaded functions have similar conversions on Inventory.h at line 76, 185, 197, 324, 374, 406, 482
play on separate teams so as not to see each other's location
you can win on spawn island if everyone leaves besides you, just check if bus started then make the player win.
Killing someone causes server to Lag like Crazy, then Server disconnects for a second then reconnects afterwards.
The UFunctionHooks::toHook and UFunctionHooks::toCall vectors should be made private, since they are implementation details of the UFunctionHooks namespace and should not be accessed directly by external code. Just a heads up kinda!
THIS IS LOCATED IN UFunctionHooks
#define DEFINE_PEHOOK(ufunctionName, func) \
toHook.push_back(UObject::FindObject<UFunction>(ufunctionName)); \
toCall.push_back([](UObject * Object, void* Parameters) -> bool func);
auto Initialize()
{
DEFINE_PEHOOK("Function GameplayAbilities.AbilitySystemComponent.ServerTryActivateAbility", {
auto AbilitySystemComponent = (UAbilitySystemComponent*)Object;
auto Params = (UAbilitySystemComponent_ServerTryActivateAbility_Params*)Parameters;
Abilities::TryActivateAbility(AbilitySystemComponent, Params->AbilityToActivate, Params->InputPressed, &Params->PredictionKey, nullptr);
return false;
})
Whenever you leave, for example in solos, and rejoin, it will create a new team and the old one is empty.
players disappear and reappear all the time
Disabling rejoins does work (for the most part), but will crash the server upon player join on the line "SpawnPlayActorHook()"
You can kill people in the spawn island pls fix that!
I compiled the developed version but when I try to join the game with open 127.0.0.1 it doesn't load
Hey Kemo hope these little finds will help you and your code. Very nice job on it :)
Follow the C++ style guidelines. This will make the code more consistent and easier to read for other developers. For example, you can use camelCase for variable and function names instead of using underscores.
Use const
where applicable. For example, you can declare functions that don't modify any state as const. This will prevent accidental modification of state and make the code more readable.
Use std::unique_ptr
or std::shared_ptr
instead of raw pointers. This will help prevent memory leaks and make the code more readable.
Use more descriptive names for variables and functions. For example, instead of using CreateCheatManager
you can use CreateFortCheatManager
to make it clear that the function is creating a Fort cheat manager.
Use C++11 features, such as range-based for loops, to make the code more concise and readable. For example, instead of using a traditional for loop to iterate over a vector, you can use a range-based for loop like this:
for (const auto& Building : ExistingBuildings)
{
// Do something with Building
}
std::array<UFortWeaponRangedItemDefinition*, 6>
you can define a type alias like this:using PlayerLoadout = std::array<UFortWeaponRangedItemDefinition*, 6>;
strlen
and strtoul
. For example, instead of using strlen
you can use std::string::size
like this:const auto end = const_cast<char*>(pattern) + std::strlen(pattern);
tab
Again this is just a few of the issues you can fix in the code there are more but they are not important to stability
Thanks OperativeA115 - C++ / C Programmer
after a kill, the host client tends to crash maybe 50% of the time. I believe it has something to do with spectating being moved to replay mode functions and it just seems to fuck things up.
Bre
You are able to Edit Opponents Builds which is kinda OP.
I noticed this issue was closed as completed, but this still occurs. Apologies if I annoy you, but you are really able to notice it.
Not sure if this is a user-error issue or not, but after trying to revert from duos to solos, it complains with all sorts of errors lol
While hosting we had out fair share of cia.gov's and 123489124378 people. Please create a kick thingy for it.
The camera of whoever is spectating should rotate the same of who you are watching.
The camera remains stuck without rotating.
When trying to pick up a weapon your backpack will be full if you are holding your pickaxe, but with any other weapon it is able to be picked up.
Idk if this is a bug with this build of the game or something able to be fixed.
How to Reproduce bug:
Join a match (doesn't matter how many players are on the server)
Drop a weapon
Equip your pickaxe and try to pick the weapon up
Try sleeping for 5 seconds in a different thread to achieve the respawn time that later builds have
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