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

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    Originally posted by Cameron Abt View Post
    Dear Mr. Rainbow Warrior,

    Thank you so much for your contributions to the UE4 community.

    I've been using your plugin for a few months now and all was well until I tried to package the plugin with my very slightly custom compiled version of 4.12.3. While everything compiles correctly in order to be used with the editor, and everything runs beautifully, I get about 300 of the following types of errors while trying to package my game:


    The same errors show up when compiling the game for "Development, Win64" in Visual Studio, but do not show up when compiling the game for "Development Editor, Win64". I've copied your source directly from https://github.com/EverNewJoy/VictoryPlugin into my Engine/Plugins/Runtime folder and built the engine in both "Development Editor, Win64" and "Development, Win64", with no errors for either one. Project runs great when launched from within the editor.

    To me it seems that when compiling in game only mode, it is referring to classes that haven't yet been defined to the compiler.

    Is there a direction you may be able to point me in to do some further troubleshooting on my own?

    Thanks so much,
    Cameron

    EDIT: I had a hunch so I added #include "Engine.h" to all of those files that had an error thrown at compile time, and it seemed to fix the issue. I'm assuming that means there's some module I'm not properly including in my packaged game, but I already have "Engine" called out in the <projectfile>.Build.cs file (tried in both Private- and PublicDependencyModuleNames), so I'm not sure where else to look.
    Dear Cameron,

    First of all,

    Welcome to the forums!

    And what a grand entrance!

    Thank you for sharing your research!

    I don't know why you have to explicitly say #include "Engine.h", as I dont get any errors when I use Epic Marketplace's build process.

    Very strange! Surely needs further investigation, thanks again for posting!



    Rama

    Originally posted by onimike View Post
    Rama great plugin love it but I have a problem. When ever I go to cook or package project it always fails and teels me binaries are missing automation tool failed. How do I fix this? Im using newest update for 12 and installed in the engine\runtime, lets me use plugin no problem but its been 5 months since I have been able to package project since i started using the plugin please help!
    Are you using a custom engine version? When I package victory plugin, setup with the marketplace build process for C++ plugins, it just sort of works, and the C++ marketplace packaging process goes thru without any errors.

    What platform are you compiling for?



    Rama
    Last edited by Rama; 06-22-2016, 05:16 PM.
    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

    Comment


      Hi Rama,

      first - Thankyou for your contibutions! you saw are a true rainbow warrior! secondly, I'm not sure if you take requests - But I thought why not..

      Can you add something to the BP Victory plugin to help us define genericTeam ID's for pawns? To allow BP only designers to fully utilise the AI Perception system as intended?

      Thanks for reading

      Comment


        Originally posted by bswinbanks View Post
        Can you add something to the BP Victory plugin to help us define genericTeam ID's for pawns? To allow BP only designers to fully utilise the AI Perception system as intended?
        Was just updating the meta data for the UMG functions Rama posted recently when I noticed your request.
        We have these in GB for that exact reason, so I added them in the same pull request.
        May not make it in instantly, but they are at least sitting there and up for review at some point.

        The AI perception system needs some work itself, but the team interface is pretty solid.
        Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

        Comment


          Originally posted by Kris View Post
          so I added them in the same pull request.
          May not make it in instantly, but they are at least sitting there and up for review at some point.
          Cheers! I am new to the notion of pull requests, where exactly can I follow this progress? Thankyou

          Comment


            Originally posted by bswinbanks View Post
            I am new to the notion of pull requests, where exactly can I follow this progress?
            The VictoryPlugin is on hosted on GitHub.
            Rama merged my request, so with it should be in next update.
            Or you can download and compile it yourself if you cannot wait
            Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

            Comment


              Brilliant!

              Comment


                Essential BP UE4 Interface tie-in nodes, and Update to UMG Suite

                Dear Community,

                You can now utilize the power of the UE4 AI Perception system in Blueprints, thanks to new node contributions from our UE4 community member Kris!

                Click image for larger version

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                Also, Kris updated his UMG nodes to auto-cast the output pins:

                Click image for larger version

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                Thanks Kris!



                Rama

                ~~~

                New Download for UE4 4.12 (55mb, Media Fire)
                https://www.mediafire.com/?ieovbd5l9d7yub2

                ♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥

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

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

                ~~~

                Prior Engine Versions

                4.11: http://www.mediafire.com/download/jp...ryPlugin11.zip

                ~~~

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



                Rama
                Last edited by Rama; 06-24-2016, 03:31 AM.
                100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                Comment


                  Is there any chance to also provide Victory BP plugin for Android?

                  Comment


                    so the plugin works perfectly for me and ive been able to use the victory BP to access tons of the config files i needed at runtime, but i cant seem to package a windows project successfully... I even tried opening a brand new c++ project and just have the victory plugin loaded and rebuilt and even that wont package. im running on 4.11. any ideas why? thanks guys

                    andrew

                    Comment


                      Originally posted by Rama View Post
                      You can now utilize the power of the UE4 AI Perception system in Blueprints, thanks to new node contributions from our UE4 community member Kris!
                      Or, more specifically, if the IGenericTeamAgentInterface part of it :P

                      For those who aren't sure what that is, it is the interface that AIController uses by default to determine the controllers 'team'.
                      By implementing the same interface on other classes (e.g. a custom player controller), you allow AI to quickly determine if another class/actor is considered hostile or not.

                      It can also be used to make team specific doors, items, vehicles etc.

                      UT4 uses a similar interface for its team handling.
                      Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

                      Comment


                        Originally posted by Rama View Post
                        Dear Cameron,

                        First of all,

                        Welcome to the forums!

                        And what a grand entrance!

                        Thank you for sharing your research!

                        I don't know why you have to explicitly say #include "Engine.h", as I dont get any errors when I use Epic Marketplace's build process.

                        Very strange! Surely needs further investigation, thanks again for posting!



                        Rama



                        Are you using a custom engine version? When I package victory plugin, setup with the marketplace build process for C++ plugins, it just sort of works, and the C++ marketplace packaging process goes thru without any errors.

                        What platform are you compiling for?



                        Rama
                        Thamks again Rama for all the support.

                        I am packaging it for shipping windows 32, I have also tried development and every other way possible. I was finally able to cook contents but not package, when I try to package it tells me their no common tools for VS 2015 but I can package other projects without plugin just fine. Oh and no custom engine just downloaded engine from Epic game Launcher.

                        Thanks again for the help. Below is most recent package attempt, just listed bottom where it failed.
                         
                        Spoiler
                        Last edited by Kris; 06-25-2016, 09:02 PM. Reason: Wrapped code block & spoiler tag around log dump to make thread a tad neater.

                        Comment


                          You can now utilize the power of the UE4 AI Perception system in Blueprints, thanks to new node contributions from our UE4 community member Kris!
                          Thanks Kris and Rama woot!

                          Comment


                            Is there an easy way to remove this plugin from a project?
                            My game: Wetwork
                            http://jcgames.lv

                            Comment


                              30+ Extra 2D and 3D Math Nodes in Victory BP Library!

                              Click image for larger version

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                              Dear Community,

                              UMG Anchor Conversion
                              Please note you can now convert UMG Anchor coordinates to other coordinate spaces!

                              ~~~

                              Snap To 3D Grid
                              You can use the Snap Node to snap any 3D space Vector to a grid size of your choosing!

                              So you could use this node to to regulate the position of an in-game 3D positioning tool (like for RTS Games!) to a grid of your choosing, while still accounting for rolling hills of landscapes and big vertical differences!

                              ~~~

                              Convert Physics Linear Velocity

                              Ever wonder how fast in Km/hr an in-game Unreal Engine physics ball was hurling through the air?

                              Ever want to know the meters/second speed of a falling physics-simulating box?

                              Or how about the miles/hour of your UE4 Physics Vehicle?

                              Well thanks to TK-Master's new node you can now easily convert the value that you get from GetPhysicsLinearVelocity of any physics-simulating body to a speed in the units of your choosing!

                              Here's is TK-Master's current list of available conversions!

                              Code:
                              /* Speed Units Enum. */
                              UENUM()
                              enum ESpeedUnit
                              {
                              	/* Centimeter / second (cm/s). This is default unreal velocity unit. */
                              	CentimeterPerSecond,
                              
                              	/* Foot / second (ft/s). */
                              	FootPerSecond,
                              
                              	/* Meter / second (m/s). */
                              	MeterPerSecond,
                              
                              	/* Meter / minute (m/min). */
                              	MeterPerMinute,
                              
                              	/* Kilometer / second (km/s). */
                              	KilometerPerSecond,
                              
                              	/* Kilometer / minute (km/min). */
                              	KilometerPerMinute,
                              
                              	/*Kilometer / hour (km/h). */
                              	KilometerPerHour,
                              
                              	/* Mile / hour (mph). */
                              	MilePerHour,
                              
                              	/* Knot (kn). Nautical mile per hour. */
                              	Knot,
                              
                              	/* Mach (speed of sound) (M) at standard atm. */
                              	Mach,
                              
                              	/* Speed of light. */
                              	SpeedOfLight,
                              
                              	/* Yard / second. */
                              	YardPerSecond
                              };
                              ~~~

                              BP Nodes for 3D Geometric Analysis!

                              Here are pics showing the complete list of the 3D Geometry Nodes!

                              To see the full list, get the latest version of my plugin and type in "TK" and you will see all the 30+ new nodes available to you!

                              Click image for larger version

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                              Rama
                              100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                              Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                              Comment


                                When is Epic just going to hire you so you can this amazing plugin integrated into the engine?
                                Last edited by Osok; 06-29-2016, 11:50 PM.
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