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kbengine_ue4_demo's Introduction

KBEngine

Build Status Appveyor (Windows) Build  Status

Homepage

https://kbengine.github.io/

Releases

Sources		: https://github.com/kbengine/kbengine/releases/latest

Demo sources

Unity3d		: https://github.com/kbengine/kbengine_unity3d_demo/releases/latest
Unity3d		: https://github.com/kbengine/kbengine_unity3d_warring/releases/latest
UE4		: https://github.com/kbengine/kbengine_ue4_demo/releases/latest
Ogre		: https://github.com/kbengine/kbengine_ogre_demo/releases/latest
Cocos2d_js	: https://github.com/kbengine/kbengine_cocos2d_js_demo/releases/latest
Godot Engine	: https://github.com/krogank9/kbe_godot_demo/releases/latest

Docs

Docs		: https://kbengine.github.io/docs/
API		: https://github.com/kbengine/kbengine/tree/master/docs

Support

Email		: kbesrv?gmail.com
QQ		: 3603661
BBS		: http://bbs.kbengine.org
Maillist	: https://groups.google.com/d/forum/kbengine_maillist

Stresstest

https://www.youtube.com/watch?v=sWtk3CfxyGY
http://v.youku.com/v_show/id_XMjgyMjM0MTYwNA==.html?spm=a2h3j.8428770.3416059.1

What is KBEngine?

An open source MMOG server engine. 
Just use Python scripting to be able to complete any game logic simply and efficiently (supports hotfixing).
Various KBEngine plugins can be quickly combined with (Unity3D, OGRE, Cocos2d-x, HTML5, etc.) technology to 
form a complete game client.

The engine is written in C++, and saves developers from having to re-implement common server-side 
technology, allowing them to concentrate on game logic development, to quickly create a variety of games.

(Because it is often asked what the upper limit of the load is that KBEngine can handle, the underlying 
architecture has been designed as a multi-process distributed dynamic load balancing solution. In theory, 
by continuously expanding the hardware, the upper limit of the load can also be continuously increased. 
The upper limit of the capacity of a single machine depends on the complexity of the game logic itself.)

Create a new game asset library

Execute:
	new_assets.bat

Output:
	server_assets

中文

官网论坛,QQ交流群:461368412、16535321、716679842

什么是KBEngine?

一款开源的MMOG游戏服务端引擎,
仅Python脚本即可简单高效的完成任何游戏逻辑(支持热更新),
使用配套客户端插件能够快速与(Unity3D、UE4、OGRE、HTML5、等等)结合形成一个完整的客户端。

引擎使用C++编写,开发者无需重复的实现游戏服务端通用的底层技术,
将精力真正集中到游戏开发层面上来,稳定可靠并且快速的打造各种网络游戏。

(经常被问到承载上限,KBEngine底层架构被设计为多进程分布式动态负载均衡方案,
理论上只需要不断扩展硬件就能够不断增加承载上限,单台机器的承载上限取决于游戏逻辑本身的复杂度。)

kbengine_ue4_demo's People

Contributors

chenlinyan avatar jay602 avatar kbengine avatar kebiao avatar

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kbengine_ue4_demo's Issues

启动服务器报错。。。

cellapp-1: [S_ERROR]: ImportError: No module named 'AVATAR_DATA'
cellapp-1: [ERROR]: DataTypes::loadAlias: parse FIXED_DICT [AVATAR_DATA] error!
cellapp-1: [ERROR]: app::initialize(): initialization failed!
baseapp-1: [S_ERROR]: ImportError: No module named 'AVATAR_DATA'
baseapp-1: [ERROR]: DataTypes::loadAlias: parse FIXED_DICT [AVATAR_DATA] error!
baseapp-1: [ERROR]: app::initialize(): initialization failed!

SDK生成的插件问题

自动生成的插件缺少EntityComponent,EntityCallTestComponent,EngineTest,Test,TestBase类及其相关实现文件,删除相关引用后依然和之前的崩溃一样,断点AvatarBase.cpp -> Property* pProp = sm->idpropertys[properUtype]

MemoryStream读写FString错误

在我参照虚幻插件写godot插件时发现MemoryStream& operator<<(const FString& value)函数中append进去的只是每个数据的第一个字节,如果是汉字的话肯定是不对的。因为FCString::Strlen返回的是字符串长度,并不是他占用的内存大小

UE4.19崩溃

KBEnginePlugins
->KBEngine.cpp
->KBEngineApp::onUpdatePropertys_(ENTITY_ID eid, MemoryStream& stream)
->Property* propertydata = pdatas[utype];
看着像是没找到对应的属性?

Events为空

你好,我碰到一个问题,困扰了好久, 就是UE4客户端中,一开始,创建登陆等都没问题,但是一旦跳转关卡,跳到一个新地图,所有注册得事件都会被清空,所以注册得,与Fire()事件也都会无效。这个怎么解决啊。
QQ图片20190323193235

build error

identifier "FAVATAR_INFOS" is undefined .......\Source\kbengine_ue4_demo\GameModeSelectAvatar.h 48

Generating navmeshes

Greetings, is it possible to generate server navmeshes for Unreal Engine 4? Thank you!

下载编译出错

VS2017
UE 4.18

error C2664: “void DATATYPE_AVATAR_INFOS::createFromStreamEx(MemoryStream &,AVATAR_INFOS &)”: 无法将参数 2 从“void”转换为“AVATAR_INFOS &”
1>d:\unreal\kbengine_ue4_demo-master\plugins\kbengine_ue4_plugins\source\kbengineplugins\engine\CustomDataTypes.h(60): note: void 类型的表达式不能转换为其他类型
1>d:\unreal\kbengine_ue4_demo-master\plugins\kbengine_ue4_plugins\source\kbengineplugins\engine\CustomDataTypes.h(120): error C2039: “EmplaceAt_GetRef”: 不是“TArray<TArray<int64,FDefaultAllocator>,FDefaultAllocator>”的成员
1>d:\unreal\kbengine_ue4_demo-master\plugins\kbengine_ue4_plugins\source\kbengineplugins\engine\KBETypes.h(171): note: 参见“TArray<TArray<int64,FDefaultAllocator>,FDefaultAllocator>”的声明
1>d:\unreal\kbengine_ue4_demo-master\plugins\kbengine_ue4_plugins\source\kbengineplugins\engine\CustomDataTypes.h(120): error C2660: “DATATYPE_BAG::DATATYPE__BAG_values22_ArrayType_ChildArray::DATATYPE___BAG_values22_ArrayType_ArrayType_ChildArray::createFromStreamEx”: 函数不接受 1 个参数
1>d:\unreal\kbengine_ue4_demo-master\plugins\kbengine_ue4_plugins\source\kbengineplugins\engine\CustomDataTypes.h(91): note: 参见“DATATYPE_BAG::DATATYPE__BAG_values22_ArrayType_ChildArray::DATATYPE___BAG_values22_ArrayType_ArrayType_ChildArray::createFromStreamEx”的声明
1>ERROR : UBT error : Failed to produce item: D:\Unreal\kbengine_ue4_demo-master\Plugins\kbengine_ue4_plugins\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-KBEnginePlugins.lib

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