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

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    Dear Community,

    I was saving out Vector,Rotator, and Color data to a text file using my Victory BP Library node, Save String Array to File.

    And found there was no way to convert a vector that was turned into a string... back into a vector

    ~~~

    Two-Way Conversion Now!

    I've added 3 new nodes to my Victory BP library that enable you to convert Vectors, Rotators, and Colors back from string data into the original primitive variable types!

    ~~~

    String Data Validity Check

    I supply a bool to let you know if the string data was solid or not and was able to be converted properly.

    Like on Twitter:
    https://twitter.com/ue4code/status/668845668518264832


    Github Submission to the Engine
    https://github.com/EpicGames/UnrealEngine/pull/1795

    ~~~

    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; 08-09-2016, 01:29 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


      Hey there, your Plugin rocks!
      All These new Nodes are very usefull!

      A question/Feature request:


      Is it possiblte to implement TMap und TSet with your plugin?
      Probably not because we don't have These types in Blueprint. But is it possible to create "your own" Type ?

      Comment


        Originally posted by Raildex_ View Post
        Hey there, your Plugin rocks!
        All These new Nodes are very usefull!

        A question/Feature request:


        Is it possiblte to implement TMap und TSet with your plugin?
        Probably not because we don't have These types in Blueprint. But is it possible to create "your own" Type ?
        Your question is excellent!

        Actually I already implemented Tmaps as a custom actor component!

        VictoryTMapComp


        The types are fixed for technical reasons, if there's a pairing of data types you need that is base engine types let me know!



        Rama

        PS: see next post
        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 TMap Component

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          Rama's Blueprints TMap Solution!

          I've now made a BP TMap solution!

          TMap is a data structure that is not yet exposed to BP, but I've made a component-based solution for you so that you can use TMaps in BP!

          ~~~

          What's a TMap?

          Really it's name is "Map" and T is the class specifier in C++, but I tend to call them TMaps since Map is a rather generic word.

          A TMap is a data structure based on Key,Value pairs, where for any Key there is only one Value.

          This allows internal data structure look up times that are much faster than a regular dynamic array.

          This also allows for the association of dissimilar data types in a way that you organize.

          For example, you can map a set of integers to a set of Vectors, so that each integer is related to exactly one vector.

          Or, as I provide you with in my plugin, you can relate a String to an Actor!

          This means you can look up an Actor reference via a simple string input!

          Or you can look up Vector data based on String data!

          The primary use of TMaps is for efficient lookup of data, which dynamic arrays simply cannot do because there is no guarantee or assumption with dynamic arrays of anything like a key,value where each key has only 1 value.

          The rules of TMaps allow for efficient look up to speed up your game flow!

          ~~~

          Actor Component

          My solution is component-based, which means you can have per-instance TMap data for your game's actors!

          You simply add my Victory TMap Component to any actor you want!

          I used the My Character blueprint in my own tests!!!

          You can use literally any actor you want, or make a new actor BP whose only role is to house the TMap Component

          ~~~

          Supported Types

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          Supported TMap Functions

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          ~~~

          Additional TMap Combinations

          If you find that you cannot use my existing set of TMap Combinations to fulfill your game's needs, let me know by posting in this thread and I can add additional TMaps to the component.

          ~~~

          Per Instance

          Remember that what I providing you with is a component-based solution, so you can add this TMap data to as many actors in your game as you want, and have per-instance variations in the data contained therein!

          ~~~

          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; 08-10-2016, 12:33 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


            Hi,

            awesome plugin!

            Sadly I'm experiencing an issue with the "Get Brush Resource as texture 2D" Node.

            I'm generating a brush from a Material Instance with a size of 256x256, but the resulting Texture 2D is always 0x0. Is there a specific workflow to make it work?

            I'm using 4.12 if that makes a difference.
            Last edited by Seirei; 08-10-2016, 07:32 AM.

            Comment


              What version of UE4 is supported?

              Comment


                Victory Plugin 4.13 Released!

                Dear Community,

                I've now released a 4.13 version of my Victory Plugin!

                New 4.13 Download
                https://www.mediafire.com/?ieovbd5l9d7yub2

                Prior engine version downloads are listed below!

                Please note that the 4.13 download is for the current Preview 1 build and if you encounter any issues with future Preview engine builds let me know!



                Rama

                ~~~

                New Download for UE4 4.13 Preview (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

                4.12: http://www.mediafire.com/download/g4...ryPlugin12.zip

                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; 08-15-2016, 06:22 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


                  Hi Rama

                  Many thanks for your plugins, the extra nodes are proving really useful.

                  If I may add a couple of suggestions for future nodes.

                  At present "loops" cannot have a delay, you can make your own macro but you have to do this in each individual BP
                  it would be really handy to have a "for each loop" node with a float input pin for delay duration. (would be nice for all loop types)

                  This a the macro version of ForEachLoopWithDelay

                  Regards Paul G

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                  Gives me this macro Node

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                  No credit claimed for the feature ... it is from IRYO's Blog
                  Last edited by Sly401; 08-15-2016, 09:01 AM.

                  Comment


                    So how do I get unreal to either change the variable base on the text file or do something (like pause the game) if there is a/any change in that text file?

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                    Attached Files
                    Last edited by Xanitsu; 08-18-2016, 10:58 AM.

                    Comment


                      Regarding the requests above I shall get to them as soon as I can

                      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


                        New BP Node, Flash Game on Task Bar! (Windows)

                        Dear Community,

                        Here is a video of my latest BP node!

                        This node enables you to flash your UE4 game on the Windows OS task bar when you feel you need to get the user's attention!

                        I also have a WindowIsForeground BP node you can use to figure out if you even need to flash the task bar (ie, is the user already paying attention to the game window?).

                        Useful for DLC, other downloaded, or important in-game events such as getting an in-game chat message!



                        ~~~

                        New Download for UE4 4.13 Preview (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

                        4.12: http://www.mediafire.com/download/g4...ryPlugin12.zip

                        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; 08-16-2016, 01:14 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


                          Its about time for EPIC to hire you as their main essentials developer. All these things should have been in the engine from the beginning. You are awesome!
                          Im looking forward to your UDP BP nodes

                          Comment


                            I was able to compile and use the 4.13 update, but packaging Win64 Development returns the following errors:
                            Edit: Same errors on Win64 shipping

                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2001: unresolved external symbol "protected: virtual void __cdecl UActorComponent::CreatePhysicsState(void)" (?CreatePhysicsState@UActorComponent@@MEAAXXZ)
                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(Module.VictoryBPLibrary.cpp.obj) : error LNK2001: unresolved external symbol "protected: virtual void __cdecl UActorComponent::CreatePhysicsState(void)" (?CreatePhysicsState@UActorComponent@@MEAAXXZ)
                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2001: unresolved external symbol "protected: virtual void __cdecl UActorComponent:estroyPhysicsState(void)" (?DestroyPhysicsState@UActorComponent@@MEAAXXZ)
                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(Module.VictoryBPLibrary.cpp.obj) : error LNK2001: unresolved external symbol "protected: virtual void __cdecl UActorComponent:estroyPhysicsState(void)" (?DestroyPhysicsState@UActorComponent@@MEAAXXZ)
                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2001: unresolved external symbol "public: virtual void __cdecl AActor::UnregisterAllComponents(void)" (?UnregisterAllComponents@AActor@@UEAAXXZ)
                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(Module.VictoryBPLibrary.cpp.obj) : error LNK2001: unresolved external symbol "public: virtual void __cdecl AActor::UnregisterAllComponents(void)" (?UnregisterAllComponents@AActor@@UEAAXXZ)
                            UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Z:\UEProjects\TheNest_MP_02\Binaries\Win64\TheNest.exe : fatal error LNK1120: 3 unresolved externals
                            Last edited by Fantasifall; 08-18-2016, 09:58 PM.

                            Comment


                              Same error

                              Originally posted by MartinJasso View Post
                              Hello Rama,
                              thanks for your plugin. It's awesome.

                              But it doesn't work for us after we updated to 4.10. We did everything following the instructions here https://wiki.unrealengine.com/Rama%2..._Editor_Plugin


                              But now we get this error right after loading the project:

                              "Assertion failed: Class [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\UObjectGlobals.h] [Line: 1128]
                              NewObject called

                              UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
                              UE4Editor!NewObject<UUnrealEdEngine>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1130]
                              UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2076]
                              UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealed.cpp:63]
                              UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:133]
                              UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
                              UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
                              UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
                              kernel32
                              ntdll
                              I am getting this as well. We have modified the engine and built it from source, so I get all the way through successfully compiling the project with the added plugin, and have verified that it is enabled in the plugins menu of the Editor, but when I add the line in DefaultEngine.ini, I get the same error. I tried following the exact same instructions and process using the standard 4.11 runtime version of the editor (not built from source code) and it crashes. Please advise.

                              Comment


                                If I ever want to release my game for mac or mobile I have to get rid of every victory node manually right? I currently have used a lot of victory nodes without even noticing since like half of the nodes have victory in the name while other half don't. Now If I want to get rid of all I used I have to find them somehow, how would that be possible?

                                I really appreciate the wide use the victory nodes have, a lot I have done will be very hard to create without them I imagine. Anyway, being stuck with PC Windows only is a huge bummer.
                                Last edited by Davision; 08-27-2016, 08:33 AM.

                                Comment

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