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    [MENTION=552]Rama[/MENTION]

    Hi Rama could you please add a new node to get the name of a variable please, this is a lacking feature in blueprint, i want to be able to get a name of a variable and set it in UMG but there no function to do so. thanks

    Comment


      Thanks for fast answer, Rama!
      Sounds sad for me So, will try to find other solutions. (It is for my university graduation project)
      The problem is that I need to make a pretty specific interaction, when you pointing on the characters skin and get information depending on the area.
      I made a dynamic material with different colors and use you plugin to get UV coordinates and color. But, on testing stage I used Static Mesh.
      I won't distract you, but may be you can give me a good direction on solving this problem?

      Comment


        Originally posted by OverRated_AU View Post
        [MENTION=552]Rama[/MENTION]

        Hi Rama could you please add a new node to get the name of a variable please, this is a lacking feature in blueprint, i want to be able to get a name of a variable and set it in UMG but there no function to do so. thanks
        Can you explain a bit more what you want to do exactly?

        Originally posted by Leaffall View Post
        Thanks for fast answer, Rama!
        Sounds sad for me So, will try to find other solutions. (It is for my university graduation project)
        The problem is that I need to make a pretty specific interaction, when you pointing on the characters skin and get information depending on the area.
        I made a dynamic material with different colors and use you plugin to get UV coordinates and color. But, on testing stage I used Static Mesh.
        I won't distract you, but may be you can give me a good direction on solving this problem?
        I would recommend you branch out and research online because I dont have an immediate answer, I was getting my info from physX. So that would be a good place to start

        I am wishing you luck with this!



        Rama
        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 OverRated_AU View Post
          [MENTION=552]Rama[/MENTION] Hi Rama could you please add a new node to get the name of a variable please, this is a lacking feature in blueprint, i want to be able to get a name of a variable and set it in UMG but there no function to do so. thanks
          Originally posted by Rama View Post
          Can you explain a bit more what you want to do exactly?
          Sounds like you want a 'Tag' for variables? Maybe use the Tooltip if its not compiled out...
          By the time code executes variable names are usually in token / compiler metadata form.
          Interesting question though. Wait to see what Rama says, but assuming its not possible.

          Comment


            Originally posted by Rama View Post
            Dear Community,

            Thanks to Overrated_AU for providing a 4.15 build on this page!

            Sorry for the confusion, I thought I did the official 4.15.0 release but it was apparently still a preview build.

            Here is the full 4.15.0 release!

            I did not have any issues compiling, if anyone has any issues with this latest link, verify the date to be today please, then let us all know here in the thread

            Enjoy Victory Plugin in 4.15!

            4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)
            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

            4.13: https://www.mediafire.com/?7kt9fepwa1pgs0y

            4.14: http://www.mediafire.com/file/7915cu...ryPlugin14.zip

            ~~~

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



            Rama
            Hi Rama...

            Could you please update your GITHUB? I use this to build into my source engine... Thanks for all that you do!

            teak
            "A little bit of nonsense now and then is cherished by the wisest men..."
            -- Willy Wonka

            Smooth Zoom Camera Plugin for 4.24 here.

            Comment


              Dear Rama,

              Can you import also on mobile? (android)

              Kind Regards Alex

              Comment


                Originally posted by Rama View Post
                Can you explain a bit more what you want to do exactly?
                I'm not sure its possible but thought i would ask any ways, but say you have a multiple variables in an structure each are named, you pull off a variable and your able to get the name of that variable along with its value, It would be handy for building UMG widgets using a loop don't call me lazy haha.

                Comment


                  &quot;Assertion failure&quot; on packaging when using &quot;GetPixels Array From T2D&quot; in construction script actor.

                  Hey Rama,

                  Thank you so much for the update!

                  I can now use the awesome "Get Pixels From Texture" nodes which are working perfectly for one minor issue.

                  Using the "GetPixels Array From T2D" blueprint node in a construction script of an actor will result in a "Assertion failure" on packaging.

                  I have been refactoring the blueprint responsible and fixing other issues related but I have narrowed the problem down to the VictoryPlugin, which is the latest version copied and pasted in the Runtime folder from Unreal Engine 4.15.

                  I suspect it has something to do with the "Pixel Array" returning as a Linear Color Struct Array and the index being off, this post may be related somehow: https://answers.unrealengine.com/que...y-element.html

                  Any ideas anyone?

                  Grid_Control Screenshots:
                  As you can see it is used directly after the construction script. The output is fine and works as expected, but the Assertion failure always pops up if the node is executed from the construction script. I tried creating my own array loop of pixels by using the related nodes but the problem persists.
                  PACKAGING FAILURE
                  Click image for larger version

Name:	Screenshot_9.png
Views:	1
Size:	293.6 KB
ID:	1124025

                  PACKAGING SUCCES

                  Click image for larger version

Name:	Screenshot_10.png
Views:	1
Size:	278.2 KB
ID:	1124028



                  Part of the packaging log where the failure is shown:

                  Code:
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Script Stack:
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Grid_Control_C.UserConstructionScript
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: begin: stack for UAT
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: === Critical error: ===
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: 
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_4.15\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 633] 
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: Array index out of bounds: 0 from an array of size 0
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: 
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: 
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: KERNELBASE.dll!0x00000000345F7788
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019][  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019][  0]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019][  0]LogWindows:Error: UE4Editor-VictoryBPLibrary.dll!UVictoryBPFunctionLibrary::Victory_GetPixelsArrayFromT2D() [c:\users\rama\documents\unreal projects\sun\pluginbuildoutput\pluginpackaged\hostproject\plugins\victorybplibrary\source\victorybplibrary\private\victorybpfunctionli
                  brary.cpp:4661]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:020][  0]LogWindows:Error: UE4Editor-VictoryBPLibrary.dll!UVictoryBPFunctionLibrary::execVictory_GetPixelsArrayFromT2D() [c:\users\rama\documents\unreal projects\sun\pluginbuildoutput\pluginpackaged\hostproject\plugins\victorybplibrary\source\victorybplibrary\public\victorybpfunctio
                  nlibrary.h:231]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:021][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:021][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::execLetBool() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2064]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::UserConstructionScript()
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessUserConstructionScript() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:841]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ExecuteConstruction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:757]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:025][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::RerunConstructionScripts() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:490]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:025][  0]LogWindows:Error: UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\level.cpp:949]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026][  0]LogWindows:Error: UE4Editor-Engine.dll!UWorld::UpdateWorldComponents() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\world.cpp:1593]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Save() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:4157]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2903]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:027][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1995]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:027][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1582]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:028][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:028][  0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: KERNEL32.DLL!0x0000000034E78364
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: ntdll.dll!0x00000000377A5E91
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: ntdll.dll!0x00000000377A5E91
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: 
                  UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: end: stack for UAT
                  UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 102.8510932s to run UE4Editor-Cmd.exe, ExitCode=3
                  UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
                  UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for I:\Y2016C-Y4-Aspire\Tech\VR_Aspire\VR_Aspire.uproject; see log C:\Users\jland\AppData\Roaming\Unreal Engine\AutomationTool
                  \Logs\C+Program+Files+(x86)+Epic+Games+4.15\Cook-2017.02.26-17.46.34.txt
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
                  UATHelper: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Params)
                  UATHelper: Packaging (Windows (64-bit)):    --- End of inner exception stack trace ---
                  UATHelper: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Params)
                  UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
                  UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.ExecuteBuild()
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
                  UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
                  UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
                  UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
                  PackagingResults:Error: Error Unknown Cook Failure
                  Attached Files

                  Comment


                    Victory Plugin Packaging Error

                    [MENTION=552]Rama[/MENTION]
                    I have followed steps given on this thread to install Victory Plugin for Re-bindable Keys Example Project by You. When I restarted Unreal Editor it show's that the module 'VictoryBPLibrary' does not appear to be compatible with current version of the Engine. The plugin needs to be recompiled.

                    Engine Version 4.14.2

                    Please refer Screenshot.

                    Click image for larger version

Name:	VictoryPluginError.PNG
Views:	1
Size:	132.7 KB
ID:	1124043

                    Thanking you.

                    Comment


                      Originally posted by OverRated_AU View Post
                      I'm not sure its possible but thought i would ask any ways, but say you have a multiple variables in an structure each are named, you pull off a variable and your able to get the name of that variable along with its value, It would be handy for building UMG widgets using a loop don't call me lazy haha.
                      Not sure how easy that will be, I will think about it!

                      ~~~

                      Originally posted by Kalyani View Post
                      [MENTION=552]Rama[/MENTION]
                      I have followed steps given on this thread to install Victory Plugin for Re-bindable Keys Example Project by You. When I restarted Unreal Editor it show's that the module 'VictoryBPLibrary' does not appear to be compatible with current version of the Engine. The plugin needs to be recompiled.

                      Engine Version 4.14.2

                      Please refer Screenshot.

                      [ATTACH=CONFIG]131210[/ATTACH]

                      Thanking you.

                      Welcome to the UE4 forums [MENTION=716850]Kalyani[/MENTION] !

                      I updated my keyrebinding system to 4.15 via media fire, here is the 4.15 update:
                      https://forums.unrealengine.com/show...l=1#post672380

                      Prior versions:
                      https://wiki.unrealengine.com/File:ReBindableKeys.zip


                      Please try 4.15 if you have 4.15 Engine and let me know how that goes

                      It is the full project for 4.15, including Victory Plugin



                      Rama
                      Last edited by Rama; 02-28-2017, 05:41 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 Stratego99 View Post
                        Hey Rama,

                        Thank you so much for the update!

                        I can now use the awesome "Get Pixels From Texture" nodes which are working perfectly for one minor issue.


                        Part of the packaging log where the failure is shown:

                        Code:
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Script Stack:
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Grid_Control_C.UserConstructionScript
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: begin: stack for UAT
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: === Critical error: ===
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: 
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017][  0]LogWindows:Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_4.15\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 633] 
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: Array index out of bounds: 0 from an array of size 0
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: 
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: 
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: KERNELBASE.dll!0x00000000345F7788
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018][  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019][  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019][  0]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019][  0]LogWindows:Error: UE4Editor-VictoryBPLibrary.dll!UVictoryBPFunctionLibrary::Victory_GetPixelsArrayFromT2D() [c:\users\rama\documents\unreal projects\sun\pluginbuildoutput\pluginpackaged\hostproject\plugins\victorybplibrary\source\victorybplibrary\private\victorybpfunctionli
                        brary.cpp:4661]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:020][  0]LogWindows:Error: UE4Editor-VictoryBPLibrary.dll!UVictoryBPFunctionLibrary::execVictory_GetPixelsArrayFromT2D() [c:\users\rama\documents\unreal projects\sun\pluginbuildoutput\pluginpackaged\hostproject\plugins\victorybplibrary\source\victorybplibrary\public\victorybpfunctio
                        nlibrary.h:231]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:021][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:021][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::execLetBool() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2064]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023][  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::UserConstructionScript()
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessUserConstructionScript() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:841]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ExecuteConstruction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:757]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:025][  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::RerunConstructionScripts() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:490]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:025][  0]LogWindows:Error: UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\level.cpp:949]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026][  0]LogWindows:Error: UE4Editor-Engine.dll!UWorld::UpdateWorldComponents() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\world.cpp:1593]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Save() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:4157]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2903]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:027][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1995]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:027][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1582]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:028][  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:028][  0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029][  0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: KERNEL32.DLL!0x0000000034E78364
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: ntdll.dll!0x00000000377A5E91
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: ntdll.dll!0x00000000377A5E91
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: 
                        UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030][  0]LogWindows:Error: end: stack for UAT
                        UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 102.8510932s to run UE4Editor-Cmd.exe, ExitCode=3
                        UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
                        UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for I:\Y2016C-Y4-Aspire\Tech\VR_Aspire\VR_Aspire.uproject; see log C:\Users\jland\AppData\Roaming\Unreal Engine\AutomationTool
                        \Logs\C+Program+Files+(x86)+Epic+Games+4.15\Cook-2017.02.26-17.46.34.txt
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters)
                        UATHelper: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Params)
                        UATHelper: Packaging (Windows (64-bit)):    --- End of inner exception stack trace ---
                        UATHelper: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Params)
                        UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
                        UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.ExecuteBuild()
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
                        UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
                        UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
                        UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
                        PackagingResults:Error: Error Unknown Cook Failure
                        You are welcome and thanks for the detailed log information!

                        Crash when in constructor is here:

                        Code:
                        FTexture2DMipMap& MyMipMap 	= T2D->PlatformData->Mips[0];
                        What that tells me is that the texture you are referring to in your constructor has not been fully initialized during the constructor script when packaging is occurring.

                        In general I don't recommend doing operations on UObjects within your constructor if it involves reading or writing low level engine data.


                        I can only recommend moving your code out of the constructor and into Begin Play, as that is better coding practice in general to avoid these kind of errors and I also don't know how to work around the assertion.


                        For Stability and Happiness I recommend Begin Play



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

                        ♥ Rama

                        Comment


                          Victory Plugin is taking too much space in our mobile game: Installed size: 6.63MB - Compressed download size: 1.42MB

                          This is also increasing launch time of the game.

                          I think we should write a script that detects unused Victory functions in the blueprints then removes them from the Victory Plugins headers. Do you have any idea to implement this in an easier way?

                          Comment


                            Rama can you please make a 4.14.3 version the 4.14.1 version wont work and wont recompile for me. I Thank you for your time.

                            Comment


                              Hello Rama, I purchased your Rama Save System Plugin, wich is Not bad, but when i use Save Load From File( "Blutilities",with Level Name ) it's not loading the the Items Back to the Given Levels,
                              I don't know if this is by design, but it's not very functional than,if I decide to Save Actors From the given Level Again....
                              Also Do you know mayby how to make:
                              a) "Make Current" wich is an Editor Command in "Levels" (For Given Level)(This would solve the problem above,because when changing make current to my wanted level than the "Rama Load" is working)
                              or
                              b)Change Actors Level Ownership

                              Comment


                                Thanks, Rama! will Looky!
                                Sanctity Lost

                                Sanctity Lost UDK

                                Comment

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