<3 Thanks for the speedy update! :3
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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!
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Where sanity is a virtue
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Originally posted by Rama View Post4.19 Is Here!!!
I show all downloads in the first post now:
4.19 Victory Plugin
changes:
GetHeadMountedDisplayDeviceType now returns an FName as per an Epic change
I kept the enum so you can follow your code/Blueprints and adapt to the new system which is just an FName, but you can't use a switch case on enum any more, you will have to use a switch on string and convert the FName to a string.
♥
Rama
Also the Modules you included in the uplugin for 4.19 are incorrect and the plugin fails to load here what it should be.
Code:{ "FileVersion": 3, "Version": 1, "VersionName": "1.0", "FriendlyName": "Victory Plugin", "Description": "120+ Custom Blueprint Nodes For You! <3 Rama", "Category": "Rama", "CreatedBy": "Rama", "CreatedByURL": "http://www.ue4code.com", "DocsURL": "http://www.ue4code.com", "MarketplaceURL": "http://www.ue4code.com", "SupportURL": "http://www.ue4code.com", "EngineVersion": "4.19.0", "CanContainContent": false, "Installed": true, "Modules": [ { "Name": "VictoryBPLibrary", "Type": "Runtime", "LoadingPhase": "PreDefault", "WhitelistPlatforms": [ "Win64", "Win32", "HTML5" ] } ], "Plugins": [ { "Name": "ApexDestruction", "Enabled": true } ] }
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Originally posted by OverRated_AU View Post
Can you please have a look at adding this node i asked about in #2152 please Rama.
Also the Modules you included in the uplugin for 4.19 are incorrect and the plugin fails to load here what it should be.
Code:{ "FileVersion": 3, "Version": 1, "VersionName": "1.0", "FriendlyName": "Victory Plugin", "Description": "120+ Custom Blueprint Nodes For You! <3 Rama", "Category": "Rama", "CreatedBy": "Rama", "CreatedByURL": "http://www.ue4code.com", "DocsURL": "http://www.ue4code.com", "MarketplaceURL": "http://www.ue4code.com", "SupportURL": "http://www.ue4code.com", "EngineVersion": "4.19.0", "CanContainContent": false, "Installed": true, "Modules": [ { "Name": "VictoryBPLibrary", "Type": "Runtime", "LoadingPhase": "PreDefault", "WhitelistPlatforms": [ "Win64", "Win32", "HTML5" ] } ], "Plugins": [ { "Name": "ApexDestruction", "Enabled": true } ] }
Last edited by ahmbouth; 03-18-2018, 01:11 PM.
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Hi,
I have this message when i lanch my project (clean/new project) with 4.19 Victory Plugin :
Code:Plugin 'VictoryBPLibrary' failed to load because module 'VictoryBPLibrary' could not be loaded. There may be an operating system error or the module may not be properly set up.
Any idea ?
Thanks
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Originally posted by martoof View PostHi,
I have this message when i lanch my project (clean/new project) with 4.19 Victory Plugin :
Code:Plugin 'VictoryBPLibrary' failed to load because module 'VictoryBPLibrary' could not be loaded. There may be an operating system error or the module may not be properly set up.
Any idea ?
Thanks
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Originally posted by OverRated_AU View Post
Also the Modules you included in the uplugin for 4.19 are incorrect and the plugin fails to load here what it should be.
Thanks Rama <3
GetHeadMountedDisplayDeviceType now returns an FName as per an Epic change
I kept the enum so you can follow your code/Blueprints and adapt to the new system which is just an FName, but you can't use a switch case on enum any more, you will have to use a switch on string and convert the FName to a string.
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Hello, Rama. Again, Thanks for Your great work!
Right now I am continuing making screenshots with your nodes presentations here in forum pages, first pack of those I posted in post number 2129.
I am still beginner of UE4 learning, and I got question that i am sorry if it will be silly.
Question: you Custom Config INI Vars - can those be considered and used as alternative to BP Interfaces, for transfering variables between BPs?
Or that is not a good thought? Thank You.
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Hello all! I made a "Help Screens", screenshots from this thread - posted plugin features, updates, usage, notes. Previously I had a post with about half of screens, now there are screens from pages 1 to 142. Screens include picture's of Rama's BP nodes with his notes of usage, with some texts from that post. If there was large post, there will be 2 or 3 screenshots for one topic. Screenshots are named more or less to make sense what is it inside. All screens are cropped, so, you don't see my super secret bookmarks tree on the left sideDefinitely there are some duplicates, sorry about that. Count of all pictures is 200-something. Please give me some advice if there are wrong named files, or something important missing, etc. Bug report, please, so to speak.
Any other comments and suggestions welcome. I attached couple of partial listing examples, but full list is over 200 screenshots.
Thank you, Rama, for those great additions to UE4, and thanks to all other nice persons who contributed here.
Link to screenshots, distributed in two .ZIP files, each about 50MB:
https://failiem.lv/u/rzmqkwygLast edited by Thunder_Owl; 03-23-2018, 06:50 AM.
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Victory Plugin Load Errors / ApexDestruction
Originally posted by OverRated_AU View Post
I have provided the fix for this above if you look.
Just add this to the uplugin if you get ApexDestruction error
Code:"Plugins" : [ { "Name": "ApexDestruction", "Enabled": true } ]
EDIT: I have now updated the 4.19 release in the original post of this thread!
https://forums.unrealengine.com/deve...uired#post4014
♥
RamaLast edited by Rama; 03-24-2018, 07:54 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
- 2 likes
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Originally posted by Thunder_Owl View PostHello all! I made a "Help Screens", screenshots from this thread - posted plugin features, updates, usage, notes. Previously I had a post with about half of screens, now there are screens from pages 1 to 142. Screens include picture's of Rama's BP nodes with his notes of usage, with some texts from that post. If there was large post, there will be 2 or 3 screenshots for one topic. Screenshots are named more or less to make sense what is it inside. All screens are cropped, so, you don't see my super secret bookmarks tree on the left sideDefinitely there are some duplicates, sorry about that. Count of all pictures is 200-something. Please give me some advice if there are wrong named files, or something important missing, etc. Bug report, please, so to speak.
Any other comments and suggestions welcome. I attached couple of partial listing examples, but full list is over 200 screenshots.
Thank you, Rama, for those great additions to UE4, and thanks to all other nice persons who contributed here.
Link to screenshots, distributed in two .ZIP files, each about 50MB:
https://failiem.lv/u/rzmqkwyg
♥
Rama100+ 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
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Originally posted by Rama View Post
EDIT: real recent example of my thinking: would be nice to have node that can set line trace from actor's front direction to any given axes angles, and set length. And, feed that to linetrace "end" input. But maybe such exists laready?I am just too un-experienced to know for sure.
Last edited by Thunder_Owl; 04-16-2018, 04:11 AM.
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Hello again. I decided to ask what I already wondered in my previous post, no matter if it is maybe silly or just "wrong question". I was thinking, making custom angle and direction line trace from actor is not very straightforward, but it involves just a math and trigonometry - so maybe it should not be hard to make a custom "node" like i imagine in illustration attached? I was searching around, maybe there is already something like that, but did not find such. Any thoughts on this, please? Maybe it can be made? Or, if it exists, please point me to that? Thank You!
EDIT: in that imagined node illustration, i forgot to edit to imagined name - "Make Trace" ("Draw Trace").Last edited by Thunder_Owl; 04-17-2018, 10:03 AM.
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Hi,
I just tested the 4.19 release and I see that the "AnimatedVertex__GetAnimatedVertexLocations" node has been removed.
I hoped that all I'd have to do was add the code back into the cpp/h files, however it's failing to compile at: Mesh->ComputeSkinnedPositions(Locations); stating that it "function does not take 1 arguments".
I just wondered how I can fix this (what other arguments is it after?), or whether there's an alternative way to get the array of vertices.
Thanks.
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