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    [PLUGIN] Path Follow plugin

    UE 4.15 version released on the Marketplace.

    Release notes:
    New: Inverse rotation on reverse if enabled
    New: UseSpeedCurve now writable from BP

    Bugfix: LinearStable rotation interpolation returned rotation in world space instead of local space
    Bugfix: Proper default initialization for controlled components
    Bugfix: Crash in StandaloneGame play mode
    Bugfix: Delta rotation (when rotating rotation point) is always applied in local space
    Bugfix: Long lasting bug with keeping reference to edited follower component
    Bugfix: Crash when setting path to follow to null during simulation (event point and callbacks processing)

    Grab your copy here!

    Cooper
    Last edited by Jiri.Dockal; 02-24-2017, 04:48 PM.

    #2
    man !
    this is so cool to use .. thanks

    Comment


      #3
      looks good!... .but how much :P

      Comment


        #4
        Thanks, I hope you'll enjoy working with it

        Comment


          #5
          Originally posted by altermind View Post
          looks good!... .but how much :P
          Good question. 15$ it is.

          Comment


            #6
            Originally posted by Jiri.Dockal View Post
            Good question. 15$ it is.
            Where is it? I don´t see it on market!

            Comment


              #7
              Originally posted by rsfx View Post
              Where is it? I don´t see it on market!
              Thanks for interest Unfortunately it's in submission process. Will be out soon

              Comment


                #8
                Ideal for a fully-automatic/semi-automatic Rail Shooter. Any plans for a Blueprints Version? Denny provided some cool easing / tweening blueprints functions over here.
                ExORION: The Most Active [Rev-Share] Sci-Fi FPS Project in this Forum ...Join the Fight!

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                  #9
                  Looks great. This would solve a few problems I've been having in my project. Is there any way to make the path follower start at a different point on the path, or are they forced to start at the beginning? I'd also like to have several followers moving on the same path. Is this possible?
                  Twitter: @zerofiftyone_
                  Website: zerofiftyone.net - My game development blog
                  Button Frenzy store page: http://store.steampowered.com/app/454630

                  Comment


                    #10
                    Originally posted by TechLord View Post
                    Ideal for a fully-automatic/semi-automatic Rail Shooter. Any plans for a Blueprints Version? Denny provided some cool easing / tweening blueprints functions over here.
                    You could definitely use the plugin in blueprints. It's basicaly one actor component. I also have blueprint version of the component (it's using the easing library you've mentioned). If there is a demand for blueprint implementation I'll finish it and release it

                    Comment


                      #11
                      Originally posted by zerofiftyone View Post
                      Looks great. This would solve a few problems I've been having in my project. Is there any way to make the path follower start at a different point on the path, or are they forced to start at the beginning? I'd also like to have several followers moving on the same path. Is this possible?
                      Thx.
                      The follower is currently forced to start at the beginning. But good idea, thx I'll definitely add this feature soon (already on my trello board).
                      It's perfectly fine to have several followers on the same path. Each of them is independent on the others so they can have different speed for example.

                      Comment


                        #12
                        Originally posted by Jiri.Dockal View Post
                        You could definitely use the plugin in blueprints. It's basicaly one actor component. I also have blueprint version of the component (it's using the easing library you've mentioned). If there is a demand for blueprint implementation I'll finish it and release it
                        I personally use Blueprints exclusively in all my projects. Although C++ modules are being accepted on the Marketplace, a majority of shoppers still prefer Blueprint-based modules due to accessibility and support by Epic.
                        ExORION: The Most Active [Rev-Share] Sci-Fi FPS Project in this Forum ...Join the Fight!

                        Comment


                          #13
                          Originally posted by TechLord View Post
                          I personally use Blueprints exclusively in all my projects. Although C++ modules are being accepted on the Marketplace, a majority of shoppers still prefer Blueprint-based modules due to accessibility and support by Epic.
                          Good point. Will plan this for first update Thx

                          Comment


                            #14
                            I've just launched plugin's webpage. And while the plugin is under Epic's QA testing you can even purchase the plugin as early access. Checkit out: https://goo.gl/M7AB99
                            Last edited by Jiri.Dockal; 08-28-2015, 01:25 AM.

                            Comment


                              #15
                              Originally posted by Jiri.Dockal View Post
                              I've just launched plugin's webpage. And while the plugin is under Epic's Q&A testing you can even purchase the plugin as early access. Checkit out: https://goo.gl/M7AB99
                              Looking good Jiri.Dockal. What considerations are applied to using the system for dynamic path creation in real-time to support AI Path Navigation, Procedural/Manual Spline Creation (for Animation)?
                              ExORION: The Most Active [Rev-Share] Sci-Fi FPS Project in this Forum ...Join the Fight!

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