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Download "Unreal Engine C++ Persistence #3: "Create Unreal Engine Project"

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  • ruRussian
Download
00:00:00
in this video we're going to go ahead
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and create our project that we're going
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to use for our persistence
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and what i'm going to do is use a third
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person project called the template
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so i'm going to go to games next third
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person
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a plus plus and give this the name of
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persistence
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we'll do uh persistent for short
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and create the project alrighty
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everything is created
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and the project is syncing up inside of
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rider
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so what we're going to do now is i want
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to go ahead and turn off the vr plug-ins
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because i do not like this appearing
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every single time i launch the game so
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i'm going to go to settings
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plugins search for vr and uncheck
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oculus and steam i'm not too worried
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about it i'm going to go ahead and leave it just hit save all
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click this little doom digger down here
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like i can have that view for my content
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browser
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and close down the empic
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launcher we go to games
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source then the project name we have all
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of our code that we need
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and we are pretty much ready to go
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so we need to kind of try to take a step
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back and think about this
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so whenever the client loads into the
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game so we're going to be testing
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just strictly dedicated we want the
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post login function to fire
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so what post login is is let me actually
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create a blueprint game mode real quick
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so blueprint class gamemode base
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example gamemode
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load that on up and i want to set that
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as the
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default so this is just temporary
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where is it there it is example game
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mode
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and in the event graph i'm going to
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override
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some functions here so let's override
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post
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i guess it's called onpostlogin and
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blueprint and it takes in a player
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controller so i'm going to print string
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and show you kind of how it works so
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when i play as a listen server
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it goes through and it fires when i play
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wait no now i'm playing as listen server
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it fires when i play as a client for a
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dedicated server
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once i load in it should still fire
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i guess i have to select the default
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pawn real quick
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i guess it's i think it's you
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persistence tutorial
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character maybe no
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it's the third person character isn't it
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there we go so that creates it as well
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and if we have more than one client
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it happens twice so each time a client
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loads into the game
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well let me rephrase that on the server
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anytime a client makes a connection to
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the game
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post login is going to fire so that
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allows us to get
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information that we need from that
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client so when he loads in
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we can a check if there's an entry with
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his information already in it
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if there is not we create that entry in
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the database
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if there already is an entry with that
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information in it
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what we do is we retrieve that
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information and use it
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so for example let's say i've already
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been in the server
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and
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i logged out of the game up here so
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what's going to happen
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is i redrawn the server so i press play
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i rejoin
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post login runs goes out to our
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api goes to the database says hey this
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guy's been here before
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grabs our x y and z coordinates goes
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back to the api
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goes back to the game in which case it's
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going to
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spawn our character up here
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where we actually logged out and then we
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go
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from there all we do is we simply
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possess that character
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so that's pretty much the way that this
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is going to end up being handled so
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we have to figure out exactly
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what we want to do for this so first
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things first obviously we want to do
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location
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so we want to have we probably end up
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creating a custom let's actually go
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ahead and do that let's create our
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custom class
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this is just going to contain any
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information we need such as the
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structure we want to
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create actually for now let's think i'm
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trying to think about what the best
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route to do this would be
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so let's see we want to
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create struct with
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information to be passed
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to api
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trigger so if
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player not bound upon joining
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create new entry return
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nothing
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if player found upon joining
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read return
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all information apply all information
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to spawned on
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and then we possess it
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so that's kind of the gist of it
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so we're gonna have to go ahead and
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create the struct
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in which case i think it's probably best
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we actually use the default game mode
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that comes with it
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i'm gonna load up the game mode
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that came with the project and we're
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going to override post login so we're
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going to do virtual
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void post login
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takes in a player controller
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generate the implementation
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and we want to call super new player
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sorry super post login and pass in
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new player so we already have our
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default pawn
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set which in this case it's our third
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person character blueprint
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so from here we want to do our check so
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let's comment this out
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so let's do
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what was i thinking uh we're gonna do a
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post
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request no sorry do a get
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request through api
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passing in i
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player id
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i'm running the same thing so if
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no result bound construct
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new entry and database
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if result found return
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completed struct
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so we're gonna have to parse through
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our struct now there's something we have
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to grab
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or sorry include as well and i did this
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inside of the word of war tutorial i
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cannot remember exactly
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what all it was but it was so we want to
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add
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http json and json utilities
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to our build.cs so we've got the project
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name.build.cs
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and at the end we just add http
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json and json utilities and that'll
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allow us to make
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http hits as well or sorry requests
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as well as use json objects well just
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their provided json tools so pretty much
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we're going to be receiving
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the information that we get back from
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api as a string
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so if we look back here we're going to
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receive something
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that looks just like this
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and it's all going to be text so they
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provide
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functions that allow us to take
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this object here and convert that into
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an actual struct
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so i'm going to go ahead and create that
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struct
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it right up here so it's going to be a
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use dract
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i think it has to be blueprint type
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b struct f
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player data
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and we want to have the information that
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is stored inside of our
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uh whatchamacallit here so what we want
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to pass in well first off we do generated body
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and we also want to do x chord y chord
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and z chord so we have a float
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x chord set that
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to zero by default float y accord
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zero by default and float z chord
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and set that zero by default
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so when we pass and receive we're pretty
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much all we're going to be doing is
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passing in
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a string version or a json object
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version of the struct
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and same thing when we go to receive it
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we're receiving a json object that we're
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going to convert
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into this struct so really that's all
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we're going to be doing
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for now i'm going to print out the
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loggers to make sure this works so uv
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log
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log temp warning
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text post login running
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just to make sure so we can use
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everything there
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and in the next video we will actually
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start trying to make the http
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request so let me relaunch the project
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i'm gonna go through and set the game
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mode back
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so let's see it was persistent tutorial
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game mode
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check the output log
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and post login running so
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there we are
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so we know we are good to go we no
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longer need our little blueprint example
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game mode
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and we are now set up to begin so we can
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in the next video
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construct our json object make the http
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request
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and go from there but first what i want
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to do is simply do a get request
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i'm talking about the next video a get
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request just like this
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so when we send it and i just realized
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this is not running when we send it
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we receive just an array of json objects
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or better yet in the next video as well
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we're actually probably going to do a
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short one where we do a simple get
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that takes in a an id so that's going to
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be uh
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so instead of returning an array it just
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returns a single object
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like what i have highlighted here so
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that's gonna be it for this video if you
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like what i'm doing anyone help support
00:11:25
me you can find a link to my patreon
00:11:26
down in the description below
00:11:28
and if you have any questions or
00:11:29
anything like that feel free to join my
00:11:31
discord that's also linked down in the
00:11:32
description
00:11:34
if you decide to join my patreon i have
00:11:35
a team deathmatch series just for
00:11:37
patreons
00:11:38
where we create team deathmatch using c
00:11:40
plus with unreal engine as well as
00:11:41
create a bunch of other miscellaneous
00:11:43
features
00:11:44
such as custom or custom spawn points
00:11:46
that allow you to spawn farthest away
00:11:48
from the enemies to prevent spawn
00:11:50
killing
00:11:51
and a weapon customizer to allow you to
00:11:53
add and remove attachments to your gun
00:11:55
so i'll see in the next video

Description:

Patreon: https://www.patreon.com/SneakyKittyGaming Discord: https://discord.com/invite/W5g6pZXfjh In this video we create our Unreal Engine project to use for testing along with some explanations on what we will be doing.

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