Unreal & SQL Databases - Part 5 - User Account Login

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  • Опубликовано: 21 окт 2024

Комментарии • 18

  • @dennistja656
    @dennistja656 Год назад

    Great Series! It would be nice if you paid more attention to consistent volume between the videos in the future, that would increase the quality.

  • @V4C38
    @V4C38 Год назад

    Thanks for this series

    • @ggamedev
      @ggamedev  Год назад

      You are welcome! :-)

  • @djwhooo
    @djwhooo Год назад

    i love this series!!!

  • @DimitryArsenev
    @DimitryArsenev Год назад

    What is mean:
    Remember
    The database file (.db)
    cannot be open in another
    application when you run
    the example.
    Otherwise it will crash.
    DB used for multiplayers game, its always somebody will be used another applications.

    • @DimitryArsenev
      @DimitryArsenev Год назад

      Uhh. I see Unreal no allow multi access for one db. But you always need it - few multiplayer clients, and you also need make or use solution to manage users data - help him fix sometehing, or delete (example user broke rules - need delete something).
      I simply increase in Editor number of players to 2, and ofcouse its make crash. This video tutorial is incomplite, not usable in real projects.
      Maybe better make other "login server" on charp - all users connect to it and this fix this problem. But still i dunno how administrate this.

    • @ggamedev
      @ggamedev  Год назад +2

      @@DimitryArsenev That is where you have misunderstood how to use that particular database. But don't worry, it is a common mistake many people make.
      Firstly, yes, many databases CAN be accessed simultaneously by different clients, and SQLite DOES support this. However, the library Epic have given, wrapping SQLite DOES NOT support this - because it requires features from the underlying operating system, that not all the platforms Unreal supports can be deployed to - meaning something might work ok on MacOS, but fail on android, for example.
      More importantly, is how a developer approaches these things in the structure of their development.
      In MOST cases, for something like the more simple multiplayer shooter/arena/battle royale games - you neither want or need the clients to access the database.
      You have a server process which accesses that database, and you have individual clients which connect to the server.
      In fact, in the situation you describe, it fails in YOUR TEST, but would POSSIBLY work in actual deployment, because in testing everything uses the same database file, but in a shipped game each client would be using their own copy of the database file, and therefore there would be no multiple access to those databases.
      This of course leads to larger questions; what goes in the database? what are the purposes of it? etc. because sometimes you want to collate information between all the clients, and for other things you dont.
      Quick example, a database holding information about how certain aspects of the game work; possibly used to arrange the player's onscreen display and remember advanced setups and things specific to each player - THAT DOES require a dataset per player, and therefore a single database on each client machine, OR a single database and a mechanism for the clients to ask the server for their specific data - that depends on which technology and other factors are desired/required.
      Alternatively, if you want to store information relating to what players are doing in your world, for example, player A smashes down a door, and when player B enters that area they should see that the door is smashed... then you need a more centralised data storage mechanism - and it SHOULD be somewhat controlled by the server (to prevent cheating)
      As a general rule, and this goes not just for games, but almost all 'public' applications of any kind - Clients DO NOT CONNECT DIRECTLY TO THE DATABASE. EVER.
      The database is almost always behind one or more servers, and the client connects/authenticates/interacts with those.
      Any multiple database connections, are used not by individual players, by by mechanisms related to load balancing, parallelization, geographic distribution, replication, backup, etc, etc.
      This reply has gotta a bit long, and I don't like putting such things on RUclips comments, I would suggest that if you are interested in this subject, have further questions, or simply want more clarification, jump onto the Discord Server:
      discord.gg/jjy2aJ3hj9
      And we can talk more

  • @SaurabhMohrir
    @SaurabhMohrir 10 месяцев назад

    Hey bro I am getting disk I/O error if try to open database on android device currently I am using sqlite plugin default provided by unreal really stuck on it it is working fine on windows could you please help me with it

  • @AngryPenguinStudio
    @AngryPenguinStudio Год назад +2

    lol "go on, have a holiday!" .... if you have over 4 billion users, you can afford to buy everyone a holiday.

    • @bwvanlith
      @bwvanlith Год назад

      Or in some cases 'your studio has got 4 billion in debt, go have a holiday'

  • @RASmi-s_CREATION
    @RASmi-s_CREATION 7 месяцев назад

    How to implement by blueprint

  • @ROSALIEIK
    @ROSALIEIK 11 месяцев назад +1

    confusing steps not followable. >.

  • @Brop76
    @Brop76 6 месяцев назад

    Can you show how to make it with blueprints

    • @Raphael2228
      @Raphael2228 24 дня назад

      You can't without plugin

    • @Brop76
      @Brop76 24 дня назад

      @@Raphael2228 what plugin

    • @Brop76
      @Brop76 24 дня назад

      @@Raphael2228 I forgot since I haven't watched this video in awhile

  • @mspcbs1657
    @mspcbs1657 Год назад

    its support android?