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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 SaxonRah View PostRama, can we expect a pull request to the engine for this change? I think this would be perfect to be included to the binary.
And very nice to hear from you!
♥
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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Hey Rama, I have 2 requests if possible.
1 - I ıntegrate Nvidia Ansel to my project. Key to open it is Alt+F2. I tried to use your Simulate Key Press node and hooked it to a button on UMG. But it doesnt work with modifiers such as Alt. Can you make it work with modifiers too?
2 - Get Desktop Path node
Thank you so much for you awesome work
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Warning and Error
Hello Rama! I hope to have your attention!!
I know that your plugin is not officially developed for Android but I have been using it in 4.16 for a while now and it just works amazing!
But when I updated to 4.17.1 (and of course, downloaded the updated plugin and again adding Android to the Whitelist and compiling for all the plataforms in VS) while compiling for Android in the Editor this warning is showed:
Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature.
Error: Package Native Shader Library failed for Android_ETC1.
It is possible to you see what's wrong? Or tell us how to fix this? :c
Thanks a lot, you have done very much for us already <3
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Hi Rama and Community!
First, I love the plugin! This thread has been full of great ideas and support.
Second, Rama, I see you everywhere! You show up in the odd forum posts that I read and often times in the answer hub too. You're a legend.
I have a big ask. I've created and finished a project using a few of the Victory blueprints. On windows it packages nicely and I haven't had any problems. I've run it on a variety of devices and it's good to go. However I also need to package my game for a Mac, so I've transferred my project to a Mac laptop, rebuilt with xcode, and everything (even other plugins) work except the Victory plugin. I'm using UE4 4.15.3.
Is there a way you or somebody could make this Mac compatible? Is there anything that I have to do to compile it on my Mac? I'm very open to any suggestions.
Thank you!
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Originally posted by DavidHuizingh View PostHi Rama and Community!
First, I love the plugin! This thread has been full of great ideas and support.
Second, Rama, I see you everywhere! You show up in the odd forum posts that I read and often times in the answer hub too. You're a legend.
I have a big ask. I've created and finished a project using a few of the Victory blueprints. On windows it packages nicely and I haven't had any problems. I've run it on a variety of devices and it's good to go. However I also need to package my game for a Mac, so I've transferred my project to a Mac laptop, rebuilt with xcode, and everything (even other plugins) work except the Victory plugin. I'm using UE4 4.15.3.
Is there a way you or somebody could make this Mac compatible? Is there anything that I have to do to compile it on my Mac? I'm very open to any suggestions.
Thank you!
I made a mac version of the Victory plugin a while back, if you are using only nodes found in the older version you'd probably find it easier to start from this version:
Victory Plugin for Mac (several versions old)
http://www.mediafire.com/file/4m81ae...yPluginMac.zip
Again please note there have been engine changes since this mac version you might have to incorporate, but most engine changes have been minor in recent engine versions and you could compare with current / 4.15 build and probably sort it out pretty quick.
♥
Rama
PS: if you or anyone gets a 4.15+ mac build going I'd be happy to host it on my media fire account.UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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Originally posted by Monster1234 View PostHey Rama, I have 2 requests if possible.
1 - I ıntegrate Nvidia Ansel to my project. Key to open it is Alt+F2. I tried to use your Simulate Key Press node and hooked it to a button on UMG. But it doesnt work with modifiers such as Alt. Can you make it work with modifiers too?
2 - Get Desktop Path node
Thank you so much for you awesome work
What do you mean by this? This sounds windows specific? If you had the Username of the owner of the windows machine getting desktop path is easy, I could see about a Get Computer User Name node, but I will need to make sure the solution is cross platform.
♥
Rama
Originally posted by foxhound101 View PostHi there Rama
It seems the: "Joy File IO Get Files" might not be working correctly.
The boolean return valleu always return true, even if there was no files to be found in the specified directory. Not sure if this is the way it is suposed to function?
My intention was that the boolean would indicate if there was a file IO error, as in the disk could not be read or the file path was wrong.
There's still room to improve the code though because currently I am not validating the path specified.
I've made an improvement and this change will be in the next version of Victory BP Library
For now you can just do array -> length > 0 boolean check to know if there's anything for your logic to do
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RamaLast edited by Rama; 08-27-2017, 02:43 PM.UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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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; }
~~~
Download Links
4.17 Build (win32, win64, editor, dev packaged, and shipping)
http://www.mediafire.com/file/8slx62...toryPlugin.zip
♥ 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
Please see my instructions for Packaging UE4 Plugins With Your Game.
~~~
Prior Engine Versions
4.11: http://www.mediafire.com/download/jp...ryPlugin11.zip
4.12: http://www.mediafire.com/download/g4...ryPlugin12.zip
4.13: https://www.mediafire.com/?7kt9fepwa1pgs0y
4.14: http://www.mediafire.com/file/7915cu...ryPlugin14.zip
4.15: https://www.mediafire.com/?6nne04gd74emnzu
4.16: http://www.mediafire.com/file/ieovbd...ryPlugin16.zip
~~~
Donations can be sent to me via:
http://lightningfitness.org/donate/
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RamaLast edited by Rama; 08-27-2017, 02:48 PM.UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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Originally posted by Rama View Post
"Get Desktop Path node"
What do you mean by this? This sounds windows specific? If you had the Username of the owner of the windows machine getting desktop path is easy, I could see about a Get Computer User Name node, but I will need to make sure the solution is cross platform.
♥
Rama
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Dear Community,
Here in the Victory Plugin I am providing you with platform-agnostic nodes to obtain absolute paths to your game in editor or packaged form from BP !
♥
Rama
Last edited by Rama; 09-05-2017, 02:11 AM.UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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