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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

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    Yay it works great
    Another bugging question, will you be working on the shift+i similar to merge actors blueprint again?
    it is currently disabled with this version

    Comment


      How to Ensure Maps Get Packaged With Your Game

      Originally posted by sivan View Post
      Hi Rama,
      I have read on GitHub that your level instance loading solution might cause problems in cooked/packaged projects (maybe I misunderstood that comment), but you wrote it was tested.
      So is there an actual conflict? And if yes, is there a chance to have a workaround for it in future?
      I started to built on it an important part of my game system (a pseudo random world due to the lack of runtime landscape creation/deformation possibilities), so this feature would be essential for me...
      thanks.
      Hi there!

      I responded on Git hub, with 2 solutions that are already built into UE4, as well as the fact that I rely on my Load Level instance BP node for my own game and it has worked great in packaged win32 and win64, development and shipping.

      https://github.com/EpicGames/UnrealEngine/pull/2320

      For those without github access, if you ever find maps are not packaging with the game, you can use 1 of these 2 solutions, that are already built-in with the Engine!

      Again I myself have not needed to use these 2 solutions, all my maps are stored in a Maps folder and they all package great even though not directly referenced as a sublevel, which is what gives my BP node its great usefulness (not having to store the sub-levels in the level list)

      I have a wiki on adding non-uasset or uasset/umap files to your cooked build here:
      https://wiki.unrealengine.com/How_To...With_Your_Game



      Rama

      Manually specify maps to include in packaged game
      Click image for larger version

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      Can add an entire folder of UE4 assets if you want to!

      Use "Additional Assets to Cook" for .umaps!

      Click image for larger version

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      Last edited by Rama; 05-04-2016, 09:03 PM.
      UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

      ♥ Rama

      Comment


        Originally posted by Ricardo.lpc View Post
        NICE JOB RAMA! Thanks a lot to share it!!

        I just would like to know if there is any BP to execute an external file, it would save my life.

        i really don't know how to use this "FPlatformProcess::CreateProc(TEXT("C:\\Users\\Cero\\Desktop\\Test.exe"), nullptr, true, false, false, nullptr, 0, nullptr, nullptr);"
        ooooh, that's a great one!

        Will work on it soon as I can

        Rama
        UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

        ♥ Rama

        Comment


          New BP Node ~ Is Alpha Numeric

          Dear Community,

          This BP node lets you find out if a string contains only letters and numbers!

          This is very useful when allowing users to pick login names and passwords!

          Click image for larger version

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          ~~~

          C++ Code For You

          My solution relies entirely on a core C++ function called isalnum.

          So I am not making up my own solution, I am enabling you to call this core C++ function via a BP node, doing the necessary conversion to go from UE4 FString to c++ std::string / UTF8 char string

          Code:
          #include <string>
          bool UVictoryBPLibrary::IsAlphaNumeric(const FString& String)
          {
          	std::string str = (TCHAR_TO_UTF8(*String));
          	    
          	for ( std::string::iterator it=str.begin(); it!=str.end(); ++it)
          	{
          		if(!isalnum(*it))
          		{   
          			return false;
          		}
          	}
          	
          	return true;
          }
          New Download (50.21mb, Media Fire)
          https://www.mediafire.com/?ieovbd5l9d7yub2

          Please note my downloads also include these packaged binaries:

          1. Win64 Development
          2. Win64 Shipping <~~~~~~ NEW!
          3. Win32 Development
          4. Win32 Shipping
          4. HTML5 Development

          Please see my instructions for Packaging UE4 Plugins With Your Game.

          Donations can be sent to me via:
          http://lightningfitness.org/donate/



          Rama
          Last edited by Rama; 05-04-2016, 09:34 PM.
          UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

          ♥ Rama

          Comment


            Originally posted by Rama View Post
            Hi there!

            I responded on Git hub, with 2 solutions that are already built into UE4, as well as the fact that I rely on my Load Level instance BP node for my own game and it has worked great in packaged win32 and win64, development and shipping.

            https://github.com/EpicGames/UnrealEngine/pull/2320

            For those without github access, if you ever find maps are not packaging with the game, you can use 1 of these 2 solutions, that are already built-in with the Engine!

            Again I myself have not needed to use these 2 solutions, all my maps are stored in a Maps folder and they all package great even though not directly referenced as a sublevel, which is what gives my BP node its great usefulness (not having to store the sub-levels in the level list)

            I have a wiki on adding non-uasset or uasset/umap files to your cooked build here:
            https://wiki.unrealengine.com/How_To...With_Your_Game



            Rama
            Great news, thanks Rama for the prompt answer!

            And that wiki page is also super useful for me! But I have a question:

            I need a custom level save/load system (not ready), and later want to add some modding features via text files (an advice: never start to develop RTS games ), and you mention these additional non-uasset directories should be placed out of game project content folder, so is the best practice to make an own directory e.g. "MyOwnData" and use FPaths::ConvertRelativePathToFull(FPaths::GameDir() + "/MyOwnData/"); to access my files runtime in packaged game?
            and is there an easy way to have the same work with the development version ? I think in development I should not use ConvertRelativePathToFull(), and there should exist a precompiler directive...

            P.S.
            with the dark skin your purple letters and really invisible
            Edge of Chaos RTS
            "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
            RTS Camera C++ Tutorial

            Comment


              Thanks Rama ! I'm donating some good vibes because I am a poor programmer right now. Have had a lot of usage of the plugin over the past year or so. First paycheck and I can donate some actual dollar. GL HF !
              http://unrealdeveloper.uk

              Comment


                Victory Plugin For Mac!

                Dear Community,

                Today is a happy day!

                I now offer a version of my Victory Plugin for Mac, including packaged binaries!

                ~~~

                New Download (50.21mb, Media Fire)
                https://www.mediafire.com/?ieovbd5l9d7yub2

                Please note my downloads also include these packaged binaries:

                1. Win64 Development
                2. Win64 Shipping <~~~~~~ NEW!
                3. Win32 Development
                4. Win32 Shipping
                4. HTML5 Development

                Please see my instructions for Packaging UE4 Plugins With Your Game.

                ~~~

                Mac Editor and Packaged Game Binaries
                <~~~~~~ NEW!

                1. Mac Editor Build
                2. Mac Shipping (any architecture)
                3. Mac Development (any architecture)
                4. Source code!

                Victory Plugin For Mac (~14.22mb)
                http://www.mediafire.com/download/4m...yPluginMac.zip

                ~~~

                Donations can be sent to me via:
                http://lightningfitness.org/donate/



                Rama
                Last edited by Rama; 05-08-2016, 12:43 AM.
                UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                ♥ Rama

                Comment


                  Originally posted by sivan View Post
                  with the dark skin your purple letters and really invisible
                  oooooh, I use Hacker Vision for Chrome, so I did not notice that

                  Hey see the just higher post! tell all your mac friends!

                  Rama
                  UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                  ♥ Rama

                  Comment


                    Wow Mac version now!
                    Although I'm not a Mac user, but this is great for the Mac community!
                    Champ Rama cheers once again for your efforts!

                    Comment


                      [MENTION=552]Rama[/MENTION] Hey Rama, by any chance can you (or anyone else!) expose EHMDDeviceType::Type (https://docs.unrealengine.com/latest...ype/index.html) to blueprints? This would help immensely to a whole lot of VR developers!
                      WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                      World Machine to UE4 Export Macro
                      WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                      Comment


                        Originally posted by SaviorNT View Post
                        [MENTION=552]Rama[/MENTION] Hey Rama, by any chance can you (or anyone else!) expose EHMDDeviceType::Type (https://docs.unrealengine.com/latest...ype/index.html) to blueprints? This would help immensely to a whole lot of VR developers!
                        What functions do you need it for that are already exposed to BP, or what exactly do you nee to do with it?

                        I can help but I need more info

                        I can't expose stuff in the engine, but I can make my own version that ties into the requiste BP functions, or write my own BP functions to call what you need, just need a function list

                        Rama
                        UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                        ♥ Rama

                        Comment


                          [MENTION=552]Rama[/MENTION] Basically a function that detects what HMD the user is currently using. This would be beneficial for people developing for both the Rift and the Vive (along side the GearVR). There is currently a function in UE4 that does this, however, it is solely based in C++, and not exposed to blueprints for some reason.
                          WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                          World Machine to UE4 Export Macro
                          WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                          Comment


                            Originally posted by SaviorNT View Post
                            [MENTION=552]Rama[/MENTION] Basically a function that detects what HMD the user is currently using. This would be beneficial for people developing for both the Rift and the Vive (along side the GearVR). There is currently a function in UE4 that does this, however, it is solely based in C++, and not exposed to blueprints for some reason.
                            Almost there, I am just compiling all the binaries now



                            Rama
                            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                            ♥ Rama

                            Comment


                              New BP Node ~ Get Current Head Mounted Display Device, When You Have Multiple!

                              Dear Community,

                              At the request of [MENTION=15064]SaviorNT[/MENTION] and for the benefit of all you lovely VR enthusiasts who have more than one VR headset that you are testing with, I present to you a BP node to let you know which type of headset is currently hooked up to the computer!

                              Please keep in mind that I've added my own addition, which is the None option, this can happen if you don't have any device hooked up and could help with debugging, especially in packaged games.

                              Click image for larger version

Name:	GetHMD.jpg
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ID:	1106149

                              New Download (50.21mb, Media Fire)
                              https://www.mediafire.com/?ieovbd5l9d7yub2

                              Please note my downloads also include these packaged binaries:

                              1. Win64 Development
                              2. Win64 Shipping <~~~~~~ NEW!
                              3. Win32 Development
                              4. Win32 Shipping
                              4. HTML5 Development

                              Please see my instructions for Packaging UE4 Plugins With Your Game.

                              Donations can be sent to me via:
                              http://lightningfitness.org/donate/



                              Rama
                              UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                              ♥ Rama

                              Comment


                                Hey Rama, this plugin's quite amazing! I'm using your node to get the available resolutions for the display adapter and while it works, I always get duplicates. For example 800x600 will show up 16 times in my dropdown menu :P I'm not including refresh rates. Do you reckon this happens because I have a more than 1 monitor?

                                Comment

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