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    #31
    First try on UE4 Vehicle Path Following What do you think?
    @Hlx: if you'd like to take a look on the level just PM

    Last edited by Jiri.Dockal; 01-27-2016, 01:42 PM.

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      #32
      Originally posted by Jiri.Dockal View Post
      First try on UE4 Vehicle Path Following What do you think?
      @Hlx: if you'd like to take a look on the level just PM
      Hi Jiri,

      Really cool, the video shows something that I was precisely expecting. Greetings !

      I PM you very soon

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        #33
        Hi Guys,

        I just wanted to warn and give you a heads up that this plugin will conflict with 360 video exports. We've been trying to debug and get this thing working for over a month now. It is very buggy and developer has abandoned us on any support for our project after we've purchased his plugin and he acknowledged that it is a bug on his end.

        It's a great plugin if you're not doing anything VR, but if you're going to use it with a VR project please be warned that it is not fully compatible yet. I'm not sure if the developer plans to fix it but he has stopped responding.

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          #34
          I've stopped the support (after ~30 mail we exchanged) since ctejada was accusing me for failure of his project which is really not my responsibility.
          I guarantee full refund if any customer is not completely satisfied with the plugin. That was also what I've written in last mail to ctejada. [MENTION=2245]ctejada[/MENTION]: BTW I believe that your issue lies simply in your project configuration. Include plugin's usage definition in your uproject file like this:
          "Plugins": [
          {
          "Name": "PathFollow",
          "Enabled": true
          }
          ]
          This is of course mentioned in installation notes which were provided.

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            #35
            Hi Guys,

            Just wanted to clarify, I never accused Jiri of failure of the project. I stated that he failed to support his plugin and abandoned us mid-project when asked for help. He did request we send him the project files and we did state after signing an NDA we would be more than willing to send him over the project but he avoided the statement and instead of supporting the product he claimed that "I am not responsible for your problems" in his own words and offered a refund then never replied again. I never approached him about disatisfaction, I approached him for help in supporting bugs that we were encountering with his plugin. Just like EPIC's marketplace requires developers to support their products, I would expect that Jiri would support his product as well with intentions of getting into the Unreal Marketplace.

            Also in reference to the last email, I never received any email after my last to you Jiri asking you that instead of refund, for you to support your plugin and help get a fix for the plugin. I also stated that I'm sure that this problem won't be isolated and that it would be prudent to help troubleshoot the issue now in the event it comes up again.

            I can also confirm that my Technical Director has tried this option multiple times in multiple scenario, with even email proof to Jiri.It is not the solution and that's not what's causing conflict.
            Last edited by ctejada; 03-24-2016, 01:09 AM.

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              #36
              The vehicle path following is just what I've been looking for. Unfortunately, my skills at programming are slightly above beginner. What is the difficulty level for this plugin? Do you have a target date when you would probably submitting it on the market?

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                #37
                Originally posted by Denmengel View Post
                The vehicle path following is just what I've been looking for. Unfortunately, my skills at programming are slightly above beginner. What is the difficulty level for this plugin? Do you have a target date when you would probably submitting it on the market?
                [MENTION=82549]V[/MENTION]ehicle path following: I'm currently working on full support for vehicle following so that it could be used physics simulated vehicles thus allowing for collision responses etc. So right now it can be used but 'Simulate Physics' needs to be set to false.
                @difficulty level: plugin's api is fairly simple so there should be no problem for you to use it. It could be used also in blueprints only project - no coding required.
                @submitting date: the plugin is already submitted for more than 8 months. Epic is still working on full support for code plugins as far as I know. Once they're done it will be finally accessible via the marketplace. I don't know exact date. 3 weeks old msg from epic says - soon Anyway, I'm still giving early access with full refund guarantee. So if you'd like to try just PM or send me an email (pathfollow@jiridockal.com)

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                  #38
                  Can't read some of the documentation with the blueprint examples, it is too small to read, when I zoom it is all blurred! (Binding event point delegate).
                  Last edited by Alibarba; 06-08-2016, 10:33 PM.

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                    #39
                    Originally posted by Alibarba View Post
                    Can't read some of the documentation with the blueprint examples, it is too small to read, when I zoom it is all blurred! (Binding event point delegate).
                    Fixed. Just click the image to enlarge it into Full HD resolution. Thanks for pointing this out.

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                      #40
                      Hello Jiri,
                      Your plug in seems to be interesting...
                      May be this the solution i'm looking for :
                      I trying to do a rope (a mesh distributed along a spline, actualy, using "Spline: Ropes - Hoses - Sci-fi
                      " from PurePolygons), and following a spline path. Is it possible to achieve this result easily?

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                        #41
                        Originally posted by etiles View Post
                        Hello Jiri,
                        Your plug in seems to be interesting...
                        May be this the solution i'm looking for :
                        I trying to do a rope (a mesh distributed along a spline, actualy, using "Spline: Ropes - Hoses - Sci-fi
                        " from PurePolygons), and following a spline path. Is it possible to achieve this result easily?
                        Hi,

                        following a spline path is no problem. A spline path could be used for generating mesh along it (since it's basically regular ue4 spline component) but it's not intended use. You'd have to implement this on top of the plugin. Take a look on docs (with FAQ) here. It should be more clear.

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                          #42
                          How do I package my project with this plugin? When I am trying to package it, its throwing unknown error.

                          Thanks,

                          Comment


                            #43
                            Originally posted by Parth Patel View Post
                            How do I package my project with this plugin? When I am trying to package it, its throwing unknown error.

                            Thanks,
                            Hi,

                            could you please send me build log files to jirka.dockal@gmail.com? They are located here: C:\Users\UserName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\ and here:ProjectName\Saved\Logs\.

                            Thank you.

                            Comment


                              #44
                              Hi Jiri,
                              Awesome work! Any ETA for 4.13?

                              Thanks,
                              -Adrian
                              PLANET ALPHA

                              Comment


                                #45
                                Originally posted by AdrianLazar View Post
                                Hi Jiri,
                                Awesome work! Any ETA for 4.13?

                                Thanks,
                                -Adrian
                                Hi,

                                thank you.
                                Update for 4.13 was submitted last Friday. Waiting for Epic processing. Should be out soon.

                                Thank you for your patience,

                                Jiri

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