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Large useful blueprint function library (Morepork Games)

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    #16
    Also just a quick blatant p1mp, I have a dev blog if anyone wishes to follow it - besides the Garden Wars stuff, I've already posted a couple of articles/tutorials (links below) explaining how I achieved certain things, and more to come shortly!

    Using canvas to highlight objects on screen (UE4 Blueprint)
    Dynamic weather/season cycle (UE4)
    Reducing Loading Screen Size (UE4 iOS)
    Dev Blog
    Twitter: @TheRealSpoonDog
    150 FREE Blueprint functions for your project

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      #17
      Thank you very much!!!!
      Maico G.
      http://ttkstudios.x10.mx
      @maicogirardi
      youtube.com/maicogir
      maicogirardi.wix.com/portfolio
      https://game-development.zeef.com/maico.girardi

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        #18
        It's amazing works!
        Thank you very much!

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          #19
          Great work!
          Some of those sure will come in handy.
          Also great as a learning resource.

          PS: Not sure if it's mentioned here, but the MPG folder can be put into the Engine/Content directory to have it available across all projects (though it might get overwritten with an update, but it's still a timesaver).
          Last edited by Cpt.Trips; 08-31-2016, 01:00 PM.
          [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
          [Free][Script] Automate Download of Mixamo Animations
          [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

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            #20
            Those are some super-handy functions! Thanks a bunch

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              #21
              Does this work with 3.14 and were those made with c++ or just by creating functions in the blueprint interface?

              Comment


                #22
                Yes, they work on 4.13. They are not C++ (if they were, you'd have to convert to a code project to use a plugin properly).
                Dev Blog
                Twitter: @TheRealSpoonDog
                150 FREE Blueprint functions for your project

                Comment


                  #23
                  Hi, I have a question about installation. I have tried a few times. I guess I just don't know how to do it right. For me, the function library has no access to your macros. The references are broken. I get errors on compile. The macro nodes are called invalid macro graph or a unexpected macro graph. I have copied in all kinds of assets before. Does anyone know why this would happen with a Function library. Is it because I already have a function library in my project?

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                    #24
                    Are you going to be releasing the source code? Would love to learn from it...! Thanks.

                    teak
                    "A little bit of nonsense now and then is cherished by the wisest men..."
                    -- Willy Wonka

                    Smooth Zoom Camera Plugin for 4.22 here.

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                      #25
                      GameMaster, I've had the exact same issue once, without any other function libraries.

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                        #26
                        OH, they are not C++... I thought they were...... Just saw that. Disregard my source code request. <smiles>

                        teak
                        "A little bit of nonsense now and then is cherished by the wisest men..."
                        -- Willy Wonka

                        Smooth Zoom Camera Plugin for 4.22 here.

                        Comment


                          #27
                          Originally posted by Spoondog View Post
                          Yes, they work on 4.13. They are not C++ (if they were, you'd have to convert to a code project to use a plugin properly).
                          I've created a C++ plugin and it can be used in a BP only project just fine...

                          teak
                          "A little bit of nonsense now and then is cherished by the wisest men..."
                          -- Willy Wonka

                          Smooth Zoom Camera Plugin for 4.22 here.

                          Comment


                            #28
                            Originally posted by teak421 View Post
                            I've created a C++ plugin and it can be used in a BP only project just fine...
                            Referring to this thread
                            Dev Blog
                            Twitter: @TheRealSpoonDog
                            150 FREE Blueprint functions for your project

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                              #29
                              Originally posted by Spoondog View Post
                              Referring to this thread
                              That was a LONG time ago........

                              teak
                              "A little bit of nonsense now and then is cherished by the wisest men..."
                              -- Willy Wonka

                              Smooth Zoom Camera Plugin for 4.22 here.

                              Comment


                                #30
                                Originally posted by GameMaster79 View Post
                                Hi, I have a question about installation. I have tried a few times. I guess I just don't know how to do it right. For me, the function library has no access to your macros. The references are broken. I get errors on compile. The macro nodes are called invalid macro graph or a unexpected macro graph. I have copied in all kinds of assets before. Does anyone know why this would happen with a Function library. Is it because I already have a function library in my project?
                                Sorry just saw this - I've seen this a couple of times when upgrading, and I think it just happens when you paste it all at once and the editor is "not aware" of the macros yet - I can't remember which way around to do it, but if you paste in the macros first, SAVE them, then paste in the function library and compile it should work? Or it might have been function library first, then macros.. one or the other.

                                Originally posted by teak421 View Post
                                That was a LONG time ago........
                                Feel free to bump that thread then saying you got it working in a packaged game... no one else has. In that thread, Epic appeared to indicate that it was a huge job to get community plugins working in a BP only packaged project and that their "interim" solution (i.e. the editor compiles for you, meaning it's still a code project) was staying for the foreseeable future.
                                Dev Blog
                                Twitter: @TheRealSpoonDog
                                150 FREE Blueprint functions for your project

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