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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 Osok View Post
    When is Epic just going to hire you so you can this amazing plugin integrated into the engine?
    Hee hee!

    Very nice to hear from you [MENTION=12359]Osok[/MENTION]!



    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


      Happy July 4th!

      Happy July 4th everyone!

      If this is not a holiday where you live, well you can still celebrate the day anyway!

      Have fun today!



      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


        Hey Rama, I'm trying to use your plugin for making some rag dolls in a multiplayer game. I have it working to create the rag dolls that every client can see, the problem is when I tell them to stop being ragdolls the meshes disappear for everyone(using a dedicated server.) The player can still walk around after but nobody can see them anymore.

        I am doing this in the GameMode on the server

        Click image for larger version

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        That even is being called from the character blueprint, in a server only event.

        The 2 Multicast events are in the character bp

        Click image for larger version

Name:	CharacterMultiCastRagdoll.png
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ID:	1111522

        InitLocation and InitRotation are correct and return the correct values. The character capsule does move to the location of the rag doll which is one of the things I was trying to figure out until I found your wonderful plugin also the camera following.
        I just don't get why it disappears. I have tried this a few different ways and nothing seems to work.

        Anyways your help is greatly appreciated even if you can't help me, I think what you do is just awesome for the community we need more people like you around.

        Comment


          Originally posted by Chris Trueman View Post
          Anyways your help is greatly appreciated even if you can't help me, I think what you do is just awesome for the community we need more people like you around.
          Awww, thanks! Hee hee!

          Well to clarify, what happens when you run your code in single player? Does the mesh work properly then?

          I assume you are saying that
          1. all works well in single player PIE or commandline game tests (right click uproject, launch game)
          2. only dedicated not working
          3. what about listen server game, does a listen server see things correct?

          Let me know!



          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


            Originally posted by Rama View Post
            Awww, thanks! Hee hee!

            Well to clarify, what happens when you run your code in single player? Does the mesh work properly then?

            I assume you are saying that
            1. all works well in single player PIE or commandline game tests (right click uproject, launch game)
            2. only dedicated not working
            3. what about listen server game, does a listen server see things correct?

            Let me know!



            Rama
            Just tested and got the same results. Single Player, multiplayer dedicated or not they all do the same.

            I have also been trying to get a weapon that gets attached to drop as well. The behavior is weird, If I detach it with the transform rules set to keep relative the weapon disappears. If I set it to keep world its like it stays attached and keeps moving with the player(not sure how to debug this as I am relatively new to UE.)

            I tried in a new project to test and see that it works, and it does just fine. I even set it up multiplayer some what and it works. Maybe it has to do with a blueprint project having code added to it, not sure if I am doing something that is causing it to not work. I'm going to try it in a code project and see if that helps.

            Comment


              I've setup a C++ project, and now the mesh is not disappearing, its moving itself to the center of the level and not attaching back to the capsule. The mesh is animating like its attached, yet only the capsule moves around and the mesh stays stuck in the ground. I have no idea what is going on.

              Comment


                Question about using "Victory Load Level Instance"

                Greetings Rama!

                We're trying to do dynamic level loading and thought to try your LoadLevelInstance before rolling our own.

                When I load the second instance, a bunch of warnings pop up (added below) - can these be safely ignored or must landscape components be treated differently?

                (BTW - thanks for all your contributions!)

                Here's part of the output.

                Code:
                LogUObjectGlobals:Warning: Guid referenced by Landscape /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40 is already used by Landscape /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40, which should never happen in the editor but coul
                d happen at runtime with duplicate level loading or PIE
                LogUObjectGlobals:Warning: Guid referenced by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.LandscapeComponent_0 is already used by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40.LandscapeC
                omponent_0, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
                LogUObjectGlobals:Warning: Guid referenced by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.LandscapeComponent_1 is already used by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40.LandscapeC
                omponent_1, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
                Which repeats for all the LandscapeComponents and

                Code:
                LogUObjectGlobals:Warning: Guid referenced by LandscapeHeightfieldCollisionComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.LandscapeHeightfieldCollisionComponent_0 is already used by LandscapeHeightfieldCollisionComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_Victory
                Instance_1.sDefault40:PersistentLevel.Landscape40.LandscapeHeightfieldCollisionComponent_0, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
                Wrapping up with:

                Code:
                LogUObjectGlobals:Warning: Guid referenced by SceneComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.RootComponent0 is already used by SceneComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40.RootComponent0, which sh
                ould never happen in the editor but could happen at runtime with duplicate level loading or PIE

                Comment


                  Originally posted by Chris Trueman View Post
                  I've setup a C++ project, and now the mesh is not disappearing, its moving itself to the center of the level and not attaching back to the capsule. The mesh is animating like its attached, yet only the capsule moves around and the mesh stays stuck in the ground. I have no idea what is going on.
                  I will check it out, I am happy to notice that 100% of your forum posts have been in my thread so far, welcome to the UE4 forums!



                  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


                    Victory Ragdoll Updated to 4.12!

                    Click image for larger version

Name:	Ragdoll412.jpg
Views:	1
Size:	235.4 KB
ID:	1111748

                    I've now fixed my Victory Ragdoll system to work in 4.12!

                    If you are not familiar this set of BP nodes, they allow you to:

                    1. Have a character, including player character, enter ragdoll at any time
                    2. exit at any time, with capsule updated to new ragdoll position
                    3. optionally have the camera follow the ragdoll while simulating!

                    Here is my very very original video demoing this feature which includes the now famous Naked (mostly) Man



                    ~~~

                    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
                    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


                      Originally posted by Rama View Post
                      [ATTACH=CONFIG]101280[/ATTACH]

                      I've now fixed my Victory Ragdoll system to work in 4.12!

                      If you are not familiar this set of BP nodes, they allow you to:

                      1. Have a character, including player character, enter ragdoll at any time
                      2. exit at any time, with capsule updated to new ragdoll position
                      3. optionally have the camera follow the ragdoll while simulating!

                      Here is my very very original video demoing this feature which includes the now famous Naked (mostly) Man



                      ~~~

                      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
                      I have to say WOW. Thank you so much for the update. A nice surprise and done so fast. I'm speechless.

                      Comment


                        Originally posted by Rama View Post
                        Latest version of Victory Ed Engine (Vertex snapping!) is here:

                        https://wiki.unrealengine.com/File:V...Latest_Version

                        Again please note I could not update the Victory ISM editor to 4.12 due to engine changes which have no simple workaround. I will have to examine this indepth when time permits

                        Have fun with vertex snapping!

                        Rama
                        Hey Rama, sorry for the late response - until now we've been pretty busy to upgrade the engine.

                        Unfortunately I cannot manage to make it work with UE 4.12: the launcher keeps complaining that it's incompatible with that version. No issues with the Victory BP Library, the problems persist with VictoryEdEngine only.

                        I noticed that the last uploaded version on the wiki (https://wiki.unrealengine.com/File:VictoryEdEngine.zip) dates back to May 1st, but didn't 4.12 come out in June? Is there something missing or am I doing something wrong?

                        Thanks for you patience and, as always, for your hard work
                        Last edited by Jacopo Papaccio; 07-11-2016, 10:03 AM.

                        Comment


                          Originally posted by Jacopo Papaccio View Post
                          Thanks for you patience and, as always, for your hard work
                          You're welcome!

                          I am really not sure why wiki did not update with the newer file, but it is updated now here is a direct link in case your browser cache takes a while to get used to the update

                          https://d26ilriwvtzlb.cloudfront.net...ryEdEngine.zip

                          I hope you have a lovely day!



                          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


                            Originally posted by Rama View Post
                            You're welcome!

                            I am really not sure why wiki did not update with the newer file, but it is updated now here is a direct link in case your browser cache takes a while to get used to the update

                            https://d26ilriwvtzlb.cloudfront.net...ryEdEngine.zip

                            I hope you have a lovely day!



                            Rama
                            Hi Rama I have both the latest versions of VictoryPlugin412 and VictoryEdEngine in my Runtime folder with the

                            [/Script/Engine.Engine]
                            UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
                            line added to my projects config/defaultengine.ini file but I'm getting a crash on startup, any suggestions? thanks rama

                            Comment


                              Originally posted by MattD View Post
                              Hi Rama I have both the latest versions of VictoryPlugin412 and VictoryEdEngine in my Runtime folder with the

                              line added to my projects config/defaultengine.ini file but I'm getting a crash on startup, any suggestions? thanks rama
                              The VictoryEdEngine is a bit unusual because it is not a runtime plugin, it is an editor plugin

                              Code:
                              "Modules": [
                              	{ 
                              		"Name": "VictoryEdEngine",
                              		"Type": "Developer",
                              		"LoadingPhase": "Default"
                              	}
                              ],
                              Try putting VictoryEdEngine plugin at your project level as an initial confidence-boost that you are doing things right, just YourProject/Plugins

                              and then make VictoryEdEngine folder and put everything in there.

                              That should work, and if that works, try putting the VictoryEdEngine plugin at the engine level if you want access to it in all projects, but put it in Plugins itself or Plugins/Editor.



                              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


                                Click image for larger version

Name:	VertexPositions.jpg
Views:	15
Size:	176.5 KB
ID:	1111957

                                Get Vertex Locations of Static Mesh

                                Works in Packaged Games


                                ~~~

                                My C++ Code For You

                                See my PhysX wiki for the basic build.cs setup:
                                https://wiki.unrealengine.com/PhysX,...o_Your_Project

                                Here is the code I wrote to get all of the transformed vertex positions using the Body Instance and PhysX code!

                                I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!

                                Code:
                                //~~~ PhysX ~~~
                                #include "PhysXIncludes.h"
                                #include "PhysicsPublic.h"		//For the ptou conversions
                                //~~~~~~~~~~~
                                
                                //Get Transformed Vertex positions of any static mesh! -Rama
                                bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
                                {
                                	
                                	if(!Comp || !Comp->IsValidLowLevel()) 
                                	{
                                		return false;
                                	}
                                	//~~~~~~~~~~~~~~~~~~~~~~~
                                	
                                	//Component Transform
                                	FTransform RV_Transform = Comp->GetComponentTransform(); 
                                	
                                	//Body Setup valid?
                                	UBodySetup* BodySetup = Comp->GetBodySetup();
                                	
                                	if(!BodySetup || !BodySetup->IsValidLowLevel())
                                	{
                                		return false;
                                	}  
                                	
                                	//Get the Px Mesh!
                                	PxTriangleMesh* TriMesh = BodySetup->TriMesh;
                                	 
                                	if(!TriMesh) 
                                	{
                                		return false;
                                	}
                                	//~~~~~~~~~~~~~~~~
                                	
                                	//Number of vertices
                                	PxU32 VertexCount 			= TriMesh->getNbVertices();
                                	
                                	//Vertex array
                                	const PxVec3* Vertices 	= TriMesh->getVertices();
                                	
                                	//For each vertex, transform the position to match the component Transform 
                                	for(PxU32 v = 0; v < VertexCount; v++)
                                	{ 
                                		VertexPositions.Add(RV_Transform.TransformPosition(P2UVector(Vertices[v])));
                                	}
                                	
                                	return true;
                                }


                                ~~~

                                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
                                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

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