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

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    That fixed it! Thanks! I just needed 4.14.

    Comment


      Hi Rama and everyone!

      I wonder if this plugin could support the video capture card? Or is there any other solution for my project that the video stream from a remote quadcopter has to be transmitted to unreal engine as texture? Now I use a video capture card to receive the video and get the image using a C++ API. But I have no idea how can I transfer the pixel buffer variable into the texture that could be used in unreal engine.
      Anyone know the answer?

      Comment


        Using UE4.14.3 the "accessor get player controller" node is always returning null. Has anyone else noticed this or is it just me?

        Comment


          Happy Valentines Day!

          Dear Community,

          Happy Valentines 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


            Happy Valentines day to you too Rama

            Question for you, what should I do to make sure I can load special characters such as : éèêïçàù etc? I only get '?' instead.
            Currently working on Hexawing : https://twitter.com/JohnGGranier

            Comment


              Is there some elegant way how to convert bitmask enum (uint32) to string that contains all set bits?

              Comment


                Anyone knows if this is compatible with 4.9?

                Comment


                  i have same problem as Normal_ST has. I've downloaded archive from this link...

                  4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)
                  https://www.mediafire.com/?ieovbd5l9d7yub2

                  ...copied into My_Project_name\Plugins same way as in any previous version and i am still getting error messages
                  "Missing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no longer be able to open any assets created using it."

                  It may be unrelated to my problem but i noticed that zip archive is about 35mB in size instead of usual ~57mB (4.12 - 4.14 versions). Also unpacked folder is around 193mB vs 307mB (4.12 - 4.14 versions).

                  Please Help,
                  H

                  Comment


                    Please update to 4.15

                    I'm getting these errors when building from engine sourceClick image for larger version

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                    Last edited by deathclonic; 02-16-2017, 06:43 AM.

                    Comment


                      I have the same Problem as my dudes above.

                      I downloaded the Version for 4.15. I can't compile it.

                      Command line error D8022: cannot open 'D:\Unreal Engine 4\...........\Intermediate\Build\Win64\UE4Editor\Development\VictoryBPLibrary\PCH.VictoryBPLibrary.h.pch.response'
                      1>ERROR : UBT error : Failed to produce item: D:\Unreal Engine 4\...........\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VictoryBPLibrary.suppressed.exp

                      I get this error or that same as deatclonic. Is there a Workaround rama?
                      01010100 01101000 01100101 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101001 01110011 00100000 01101111 01110101 01110100 00100000 01110100 01101000 01100101 01110010 01100101 00101110 00100000 01010100 01110010 01110101 01110011 01110100 00100000 01101110 01101111 00110001 00100001 00100000

                      Comment


                        Is there a way to replicate the Load Texture 2d From File node?
                        As in, the host puts an image in their game directory and when called it displays it to all connected players?
                        Similar to the spray paint system in Half life I would imagine.

                        Comment


                          Originally posted by Harcarik View Post
                          4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)
                          https://www.mediafire.com/?ieovbd5l9d7yub2

                          ...copied into My_Project_name\Plugins
                          "Missing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no longer be able to open any assets created using it."
                          Same problem here..
                          ...and also tried via copy the stuff to Engine\Plugins\Runtime

                          Using U4 4.15.0

                          Comment


                            Please update to 4.15

                            Comment


                              Great library, downloaded the last version and works flawlessly in 4.15, great work. One question though, I'm trying to use the blueprint function called "Animated Vertex Get Animated Vertex Locations" on a certain skeletal mesh and only a subset of the mesh seems to be getting drawn on screen (I'm drawing points on each vertex position). Is there a way to draw the whole skeletal mesh, does this function takes into account possible skeletal actors with multiple meshes ? I'm digging through unreal code but it's been pretty slow so far.

                              Comment


                                4.15 packages just fine without nativizing, but when nativizing blueprint assets I get this error:

                                \Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.h(39): fatal error C1083: Cannot open include file: 'ImageWrapper.h': No such file or directory

                                Would be great if you could have a look at it Rama, nativizing has finally come out of experimental!

                                Comment

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