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  • Hey [MENTION=355]Mhousse1247[/MENTION]

    Is there a way to implement the PlanetGravity code and blueprints in to an existing character on an existing project or must it be built from the ground up?
    www.cerebrosgames.com

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    • Originally posted by Cerebros View Post
      Hey [MENTION=355]Mhousse1247[/MENTION]

      Is there a way to implement the PlanetGravity code and blueprints in to an existing character on an existing project or must it be built from the ground up?
      Sorry it's not possible , because I'm using Pawn Class & a simple Custom Movement Component ( so it's not possible to use plugin functionalities with engine Character Class & CharacterMovementComponent)
      Website [ LINK ]
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      • Hi [MENTION=355]Mhousse1247[/MENTION],

        I am also getting the "Plugin 'CustomGravityPlugin' failed to load because module 'CustomGravityPlugin' could not be found. Please ensure the plugin is properly installed..." error upon launching the UE4 launcher version 4.16.2 or 4.15.3.

        Would you be able to provide any insight into why this error may be occurring?

        Many Thanks
        KDempsey93

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        • Hello [MENTION=355]Mhousse1247[/MENTION],
          First off your plugin for custom gravity is fantastic thank you! But I wanted to ask if you would be able to add(or at least point me in the right direction to implement myself and post into this forum) the ability to not slide on slopes when using the global gravity settings. I set it to regular world gravity and tried climbing up a ramp and the player will start sliding down if the player stands still, I'm checking the angle to see if its at a certain threshold and have tried multiple methods to try and get it to stand still without jittering and can't seem to get it. Any help would be greatly appreciated!
          Last edited by Oldsiren; 08-01-2017, 11:00 PM.

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          • Mhousse1247, hi is there a way to enable the camera component to make it able to add a parent socket (head) for first person when adding a TP mesh and anim to the blue print?

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            • Hi,

              First off, this plugin is absolutely incredible. Kudos on the hard work that went into this.

              I'm trying to implement this with an AI character, is there some sort of specific 'move to' node I will need in the behavior tree, or will this work with a standard AI Move To?

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              • What would be the best way to make gravity switch when character walks off the outside corners?
                I'm currently using traces for switch, but it's pretty bad to be fair.

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                • Hi, amazing plugin!
                  i want to use it for my gecko character but would need to be able to let him fall into one spezific direction once he jumps (down to floor of the map...^^), does anyone know how to achieve that?

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                  • Originally posted by RonnyNeu View Post
                    Hi, amazing plugin!
                    i want to use it for my gecko character but would need to be able to let him fall into one spezific direction once he jumps (down to floor of the map...^^), does anyone know how to achieve that?
                    You can make either some reset gravity function or just use blueprint "make gravityinfo" or "set global custom gravity info" just like in gravityroom_map. Use branch to test if character has jumped or "intheAir" for N time.

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                    • Hi,

                      I have just installed this plug in and it works great (even in UE4.16).

                      I would have a question though. Currently the FPS character uses a custom pawn C++ class. In addition to the custom gravity character movement, this custom pawn also contains a series of hard coded hierarchy of components (a springarm, a camera, a FPS mesh). This approach is different from what Epic does with their pawn which contains only a capsule and a character movement components. This allows for the other components (camera, meshes, etc) to be added in the engine and to customize the pawn to the requirements of any given game.

                      Could you please create a custom pawn that would only contain a capsule and the gravity character movement, similarly to what Epic does? Or alternatively could please tell me how to modify the custompawn.cpp and firstpersoncharacter.cpp to achieve this result?

                      Thanks a lot.

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                      • Mhousse1247 has made an update for the latest 4.18 version but obviously hasn't had time to post here so I'll do it for them. It is available via the gumroad page and is working great by the looks of things.

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                        • Hi,
                          First of all, thanks for great plugin, I live how it works.

                          However, I have some problems with it. I migrated FirstPersonCharacter_BP to my project (and set the input), I copied and enabled the plugin itself in my project, but custom gravity doesn't seem to work. Character doesn't "snap" to surfaces, like in your example project, it behaves just like normal chararcter blueprint. I haven't changed any variables in the BP, so everything should be the same as in original. What am I missing?

                          Edit. Ok, I checked this again after returning from work - you have to put some code in the level blueprint. Problem solved
                          Last edited by andrzejBG; 10-31-2017, 09:14 AM.

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                          • This is really incredible man, good job! Cant believe it's free. We need more people like you!

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                            • HI. I'm trying to use this plugin, but i can't open the project. I made the screenshot, can you help me? i have already installed VS 2017/2015
                              thank you

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                              • Originally posted by alex313962 View Post
                                HI. I'm trying to use this plugin, but i can't open the project. I made the screenshot, can you help me? i have already installed VS 2017/2015
                                thank you
                                You should have version for ue 4.10 installed first .Then just add an update for your current version into the same folder. Then rebuild
                                Last edited by KAPA6UH; 12-08-2017, 08:31 AM.

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