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    #31
    Originally posted by fdslk View Post
    Interesting, by any chance, will this support multiplayer games? That would be a nice feature
    It's in the planning but not sure when
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      #32
      Originally posted by Mhousse1247 View Post
      It's in the planning but not sure when
      How to you apply the gravity to your own meshes? Or is that not a thing yet?

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        #33
        there is 2 ways to do it :
        Add a "Custom Physics Actor" to you scene and change the cube mesh to your mesh
        Or
        You can simply add the "custom gravity component" to it
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          #34
          Originally posted by Mhousse1247 View Post
          It's in the planning but not sure when
          What would happen if you try it with multiplayer?

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            #35
            Pawns are not fully replicated
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              #36
              Holy Banana! I was just trying to programm something very similar, this will knock my game up to 11! Thanks a lot!
              Which way would you like to be credited?
              (Or maybe you want to take part in it?)

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                #37
                Originally posted by Stockbrot View Post
                Holy Banana! I was just trying to programm something very similar, this will knock my game up to 11! Thanks a lot!
                Which way would you like to be credited?
                (Or maybe you want to take part in it?)
                As you wish , there is no special obligation.
                I wish to collaborate but I have very very limited time for game dev.
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                  #38
                  Hey, me again.
                  I cannot compile a game using this plugin.
                  Whenever I packaged the project for either Windows 32 or 64, I do not spawn as the character I set anymore, but instead I spawn as default "null" character, with no controls and at location 0,0,0.
                  I have set all the defaults properly under Project Settings -> Maps & Modes. I also made sure the gamemode that is beeing used, is using the proper character, nothing helps though

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                    #39
                    I already fixed this issue , just download the full project again from github or :

                    1- Overwrite this file "/Plugins/CustomGravityPlugin/CustomGravityPlugin.uplugin"
                    2- "Generate Visual Studio Files"
                    3- Compile the project in VS
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                      #40
                      Wow, you work fast!
                      I am re downloading now! Thanks a lot

                      EDIT: I am now getting this error while compiling your project:
                      MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
                      MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
                      MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Program Files (x86)\Unreal\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Win64 Development "D:\Dokumente\Unreal Projects\CustomGravity\CustomGravityProject.uproject" -noxge -generatemanifest -rocket -NoHotReloadFromIDE
                      MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Errors detected while compiling D:\Dokumente\Unreal Projects\CustomGravity\Intermediate\Build\BuildRules\CustomGravityProjectModuleRules.dll:
                      MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: d:\Dokumente\Unreal Projects\CustomGravity\Plugins\CustomGravityPlugin\Source\CustomGravityPlugin\CustomGravityPlugin.Build.cs(5,14) : error CS0101: The Namespace '<globaler Namespace>' (translated) "already consists of the definition:" enthält bereits eine Definition für: 'CustomGravityPlugin'.
                      MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UnrealBuildTool encountered an error while compiling source files
                      MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,9511127s to run UnrealBuildTool.exe, ExitCode=5
                      MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
                      MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
                      MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Program Files (x86)\Unreal\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Win64 Development "D:\Dokumente\Unreal Projects\CustomGravity\CustomGravityProject.uproject" -noxge -generatemanifest -rocket -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool-2015.10.01-18.32.04.txt'
                      MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, St
                      MainFrameActions: Packaging (Windows (64-bit)): ring InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
                      MainFrameActions: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
                      MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
                      MainFrameActions: Packaging (Windows (64-bit)): bei BuildCommand.Execute()
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String[] CommandLine)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
                      MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main()
                      MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
                      MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
                      MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
                      MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
                      MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
                      MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
                      PackagingResults:Error: Error Unknown Error
                      When I try to package my own project, it works, but when starting I get the error message:
                      CustomGravityplugin failed to load because module CustomGravityplugin could not be found
                      Last edited by Stockbrot; 10-01-2015, 12:42 PM.

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                        #41
                        Really starnge , I tested it again , it works fine.
                        Maybe the plugin is not compiled correctly
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                          #42
                          Maybe this is already asked, but what is the license on this?

                          Can this be used commercially?
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                            #43
                            Thank you so much for the plugin. I've been looking for something to help manage custom gravity for a while without having to dive into the C++ myself. I am also curious what license this is released under.

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                              #44
                              Originally posted by CelPlays View Post
                              Maybe this is already asked, but what is the license on this?

                              Can this be used commercially?
                              You can use it as you wish , like all the works I've done before , it's free of charge without any obligation.
                              Maybe I have to add a licence note to it.
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                                #45
                                Problem with rotation

                                Hey there,

                                Firstly, thank you very much for this plug-in, it's pretty bad ***.

                                I'm using the sphere gravity into a project where you're an eagle : so you're flying around the sphere. The problem is that it creates problems with my character rotation.

                                It works well on one part of the sphere but while i'm moving, even straight forward, there's a force that rotates my character. So it does not behave like in your first person character example (pitch and yaw updated and roll locked ) 'cause there's the roll in addition of this (so pitch, yaw and roll updated).

                                Do you have an idea of how to modify this?
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