Inventory System & FLatentActions
It was important to get back into the flow of developing more content for the game. This was one of the most painful weeks… Nothing was going right and there were millions of problems with the inventory networking.
It was important to get back into the flow of developing more content for the game. This was one of the most painful weeks… Nothing was going right and there were millions of problems with the inventory networking.
Weekly Accomplishments
The following are the tasks that have been completed.
Workflow of using FLatentActions & UCancellableAsyncAction & ExposedSyncProxy.
Workflow of using scoped SubSystems
Inventory System
Recoil Refactoring using FLatentActions
Networking Inventory and Item System
This week's achievements include:
Understanding Async Workflow: Gained proficiency in async workflow using UCancellableAsyncAction, ExposedAsyncProxy, and FLatentAction, enhancing project scalability and performance.
Subsystems Implementation: Successfully implemented subsystems to define globals within scopes, optimising project organisation and management.
Finalised Inventory System: Completed the inventory system and added polish, ensuring smooth functionality and improved user experience.
Networked Inventory System: Networked the entire inventory system, facilitating easy replication across scenes using structs for efficient data handling and replication.
Improved Weapon Recoil: Enhanced weapon recoil mechanics by replacing timelines with Latent Actions, improving performance and functionality.
Increased Networking Knowledge: Acquired extensive knowledge of networking concepts, including client RPCs and ownership, essential for multiplayer functionality.
Weekly Problems & Rating
Encountered challenges included:
Inventory System Refactor: Experienced difficulties with the inventory system, requiring a refactor to simplify item saving and management for better integration with other systems.
Complex Networking Issues: Faced challenges with networking implementation, particularly in handling complex networking scenarios, contributing to project complexity.
Despite challenges, achieved significant progress and improvement, particularly in networking and system implementation.
Future Plans
Looking ahead to the next week, the focus will be on:
Improving Mechanics: Dedicate time to refining player movement and weapon firing states, including ADS, to enhance gameplay feel and responsiveness.
Initiating New Systems: Start work on essential systems such as the shop system and crafting system to expand gameplay features and depth.