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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 KuroSekaie View Post
    Hey, i have an Question, can u share the Source please ?

    Your Plugin is really Awesome, i want to use it with the Ue4 VXGI Branch..but that means i need to recompile it, and thats i can only with the Source !

    KS
    Source is here: https://github.com/EverNewJoy/VictoryPlugin -- Thanks.

    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


      any idea how to get unixtime from the system time and get it as string? I need it for a http parser :/

      Comment


        Originally posted by AngeIV View Post
        any idea how to get unixtime from the system time and get it as string? I need it for a http parser :/
        The functions you want are in DateTime.h

        Code:
        /**
             * Returns this date as the number of seconds since the Unix Epoch (January 1st of 1970).
             *
             * @return Time of day.
             * see FromUnixTimestamp
             */
            CORE_API int64 ToUnixTimestamp() const
            {
                return (Ticks - FDateTime(1970, 1, 1).Ticks) / ETimespan::TicksPerSecond;
            }
        
        /**
             * Returns the date from Unix time (seconds from midnight 1970-01-01)
             *
             * param UnixTime Unix time (seconds from midnight 1970-01-01)
             * @return Gregorian date and time.
             * see ToUnixTimestamp
             */
            static FDateTime FromUnixTimestamp( int64 UnixTime )
            {
                return FDateTime(1970, 1, 1) + FTimespan(UnixTime * ETimespan::TicksPerSecond);
            }

        I will add them soon!



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

        ♥ Rama

        Comment


          New Victory Plugin Build is Live ~ Unix time Stamps

          I've added Unix Time Stamp support to UE4 Blueprints via the Victory Plugin! (only present in 4.17 version of plugin, the latest)


          Click image for larger version  Name:	UnixTimeStamp.jpg Views:	1 Size:	88.2 KB ID:	1370493

          ~~~

          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/



          Rama
          Last edited by Rama; 10-16-2017, 10:16 PM.
          UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

          ♥ Rama

          Comment


            Draw Thick Circles Of Any Color in UE4!

            Draw Thick Circle With Axis Control
            This only works in development mode. Is it possible to use in shipping mode?

            Comment


              Originally posted by Wistful77 View Post

              This only works in development mode. Is it possible to use in shipping mode?
              I can't change the engine code that makes these nodes not work in a shipping build, if I could I would, but then you'd have to use a custom engine build

              You / We will have to petition Epic to make it so DrawDebugLine works in shipping builds again

              up until 4.13

              DrawDebugHelpers.h


              Code:
              /**
               *
               */
              
              
              #pragma once
              in 4.14 +

              Code:
              #pragma once
              
               // Define that controls debug drawing
              #define ENABLE_DRAW_DEBUG  !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
              
              #if ENABLE_DRAW_DEBUG

              Translation = Epic disabled ability to use DrawDebugLine in a hardcoded way with no cvar / config.ini option to include anyway (as far as I know), in a shipping build.

              So either use Pre 4.14 or use a custom engine build, or use MeshBuilder to make your own debug lines (requires C++)

              Here's a demo of me using UE4's MeshBuilder to draw a Torus Knot from equations:

              https://forums.unrealengine.com/deve...-knots-for-fun





              Rama

              PS:: having written all that, and if there's enough public request for it, I could try and make less performant draw debug line using my above code that would work in packaged game. If enough people respond that they find it essential I could work on it.
              Last edited by Rama; 10-17-2017, 07:15 PM.
              UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

              ♥ Rama

              Comment


                Thank you very much for your answer. I think drawing simple shapes : line , circle(perhaps a sector) , the rectangle will be useful and convenient. I use this to display the navigation lines, some interface elements. Not always convenient to use on Spline or widgets to display such simple things. However, this method has the drawback that when rotating in three-dimensional space - these lines are not visible ((.

                Comment


                  Originally posted by Rama View Post

                  Several questions you can research to help me process this faster

                  1. Does this issue happen for you in prior engine versions?

                  2. Have you tried a really simple asset path like Content/SampleMesh and a different asset like staticmesh?

                  I've never had issues with this node so the 2 pts above will help decipher what is going on in your situation faster.

                  oh and Welcome to the UE4 Forums!

                  Rama



                  Hee hee!

                  Great to hear from you hecto600 !



                  Rama
                  Hi, Thank you for reply.

                  1. Does this issue happen for you in prior engine versions?
                  I try UE4.16 and VictoryPlugin for 4.16, it also crash the editor.

                  2. Have you tried a really simple asset path like Content/SampleMesh and a different asset like staticmesh?
                  I try load staticmesh with right path, it load success, but when I add one more "/" like "//", ex:StaticMesh'/Game/MitContent/Mesh//SM_Stage_FloorDisk.SM_Stage_FloorDisk' ,UE4 editor will crash.

                  Because we use append to assembly path, and forget to check variable is null, so result path with double slashes.

                  I think if name containing double slashes, then UE4 editor will crash.
                  Last edited by Syaoran; 10-24-2017, 06:03 AM.

                  Comment


                    Originally posted by Rama View Post

                    Hey @Meguido!

                    Nice to hear from you!

                    I must have only compiled 4.16 in my mind, cause I thought I did that one, I will get that and 4.17 going soon

                    EDIT: here is 4.16 full project!
                    https://wiki.unrealengine.com/File:VictoryEdEngine.zip

                    Rama
                    Sorry to keep bothering you with this hehe. But maybe you just forgot releasing 4.17 so just to remind you. I keep playing with 4.16 version while waiting for 4.17 to fully update my project.

                    Regards.
                    "sic parvis magna"
                    @Meguido

                    Comment


                      Info About Victory Plugin for 4.18

                      Dear Community,

                      I have a big demo for my game tomorrow so I can't do 4.18 upgrade today/tomorrow.

                      If anyone in community would like to do the upgrade and post to github then I would be most appreciative.

                      https://github.com/EverNewJoy/VictoryPlugin



                      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 Rama View Post
                        Info About Victory Plugin for 4.18

                        Dear Community,

                        I have a big demo for my game tomorrow so I can't do 4.18 upgrade today/tomorrow.

                        If anyone in community would like to do the upgrade and post to github then I would be most appreciative.

                        https://github.com/EverNewJoy/VictoryPlugin



                        Rama
                        There a lot of changes in 4.18 seems like the plugin needs a far amount of fixes.

                        Comment


                          @Rama any ETA on an update I've tried fixing the errors my self but without knowing what they have changes make it hard to fix plus i couldn't find any info on it ether. thanks

                          Comment


                            Originally posted by OverRated_AU View Post
                            @Rama any ETA on an update I've tried fixing the errors my self but without knowing what they have changes make it hard to fix plus i couldn't find any info on it ether. thanks
                            I think from reading above, its only a couple of days...

                            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


                              Hi Rama, thank you for all your work in this amazing plugin! I have been attempting to use the "Load Texture 2D from File" and "Load Texture 2D from DDS File" blueprint nodes, which I believe are credited to n00854180t! so thanks for everyone's contributions. So far I have been able to get the Load Texture 2D from File to successfully load at runtime, however the DDS file does not seem to want to load. I was wondering if there is anything I am missing in my blueprint, or has anyone managed to get the dds to load?

                              Also, my end goal is to load a dds as a cubemap to be read by a stereo material. Currently the DDS file is converted into texture 2D. Is there any way to load the DDS as a cubemap? I have a fairly basic knowledge of C++ but I am willing to hear any advice/ideas. thanks!

                              Attached is a screenshot of the blueprints I'm working with, the bottom one is working successfully however I would like to get the top one to work if possible.


                              Comment


                                Waiting for this to work in 4.18. I hope Rama gets some time to fix it soon, because it seems like no one else has figured it out yet...

                                Comment

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