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

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    After struggling with the 'Server Travel' blueprint I noticed that it has a typo in it !! The parameter 'Notify Players' should read 'DO NOT NOTIFY PLAYERS' !!!! It is actually the Inverse!! It will only work properly if it is UNCHECKED!!! Please fix this Rama !!
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      Hi Everyone!

      I just wanted to say hi and let you know I am still around!

      Happy new year!

      I hope you are having fun with your UE4 Projects!



      Rama

      Originally posted by BrUnO XaVIeR View Post
      Rama is super mega busy trying to ship a game.
      Try asking users above for help
      Hee hee! What Bruno said


      Originally posted by Zarechi View Post
      Hi !
      I have a question : in page 70, there is a block of code that give us the possibility to get all vertices position from a Skeletal Mesh. I've downloaded the UE4.20 version of Victory Plugin, but I can't find any function that can do the same ! Was it renamed or deleted or something ?
      Welcome to the forums! The code is outdated, in newer engine versions, getting skeletal mesh animated vertex positions has been made more complicated.

      Here are the functions in SkeletalMeshComponent.h
      Code:
      static FVector GetSkinnedVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& Model, FSkinWeightVertexBuffer& SkinWeightBuffer);
      
      static FVector GetSkinnedVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& Model, FSkinWeightVertexBuffer& SkinWeightBuffer, TArray& CachedRefToLocals);

      Originally posted by infernal_toast View Post
      After struggling with the 'Server Travel' blueprint I noticed that it has a typo in it !! The parameter 'Notify Players' should read 'DO NOT NOTIFY PLAYERS' !!!! It is actually the Inverse!! It will only work properly if it is UNCHECKED!!! Please fix this Rama !!
      Hi there! Welcome to the forums!!!

      Ahm, I don't see what you mean, because the underlying world.h function is this:

      world.h
      Code:
      ServerTravel(const FString& InURL, bool bAbsolute = false, bool bShouldSkipGameNotify = false);
      and my impl:
      Code:
      World->ServerTravel(MapName,false,bNotifyPlayers); //abs //notify players
      So if you are having an unusual experience, it is the impl inside world.h / Epic's code, and this is a well-used function so I am having trouble imagining there's something wrong with it

      Nice to meet you!


      ​​​​​​​
      Rama
      Last edited by Rama; 01-21-2019, 06:05 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

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        Thank you for the amazing plugin!

        Regarding the 'Screen Shots Rename Move Most Recent' node - Would anyone here know if there is a way to get this node to pick up on BugScreenshots? (i.e. shots taken with UI present)

        All best!
        Jackson

        Comment


          Originally posted by Rama View Post

          Hi there! Welcome to the forums!!!

          Ahm, I don't see what you mean, because the underlying world.h function is this:

          world.h
          Code:
          ServerTravel(const FString& InURL, bool bAbsolute = false, bool bShouldSkipGameNotify = false);
          and my impl:
          Code:
          World->ServerTravel(MapName,false,bNotifyPlayers); //abs //notify players
          So if you are having an unusual experience, it is the impl inside world.h / Epic's code, and this is a well-used function so I am having trouble imagining there's something wrong with it

          Nice to meet you!


          ​​​​​​​
          Rama
          Hey Rama,

          What I think infernal_toast means is: If you check Notify Players it sends a bool "true" to the ServerTravel() method. Which then skips notifying the players although you explicitly checked to notify them. Seem like an error to me.

          kind regards,
          Stefan

          Comment


            Hi there.

            Is there a comprehensive guide of all the blueprint nodes added with this plugin?

            It seems pretty awesome, but also pretty big and I would like to consult some documentation regarding it.

            Cheers and thanks for this Rama

            Comment


              Originally posted by Juangea View Post
              Hi there.

              Is there a comprehensive guide of all the blueprint nodes added with this plugin?

              It seems pretty awesome, but also pretty big and I would like to consult some documentation regarding it.

              Cheers and thanks for this Rama
              Well, it is a bit "no, there isn't", but - there are my packs of screenshots, take a look maybe, it is better than nothing, and better than full thread browsing (well, that was a plan anyway)
              Here: https://forums.unrealengine.com/deve...09#post1448809

              Comment


                Hey everybody! Rama's plugin is great, and has worked wonders in getting my program to function fluently.

                Same as a bunch of others tho:

                I get the "UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly" type errors (there are a bunch of them).

                The package successfully builds but the functionality relying on the Victory plugin is not included.

                I think it has something to do with how I installed the plugin.

                I'm running 4.21 (latest update) and I placed Rama's extracted zip file (the 4.21 download) into the Engine/Plugin/Runtime folder (not the project directory, but that of the UE4 engine). It is in it's own folder named "VictoryPlugin21".

                I also commented out the language of public paths for the BP Library in "VictoryBPLibrary.Build.cs", as recommended by another user on this thread forum (since I was getting the "Referenced directory 'D:\UE4\UE_4.21\Engine\Source\VictoryBPLibrary\Public' does not exist" error without that).

                Where did I go wrong?

                My project is due....Thursday! AH!

                Comment


                  Originally posted by PA VR View Post
                  Hey everybody! Rama's plugin is great, and has worked wonders in getting my program to function fluently.

                  Same as a bunch of others tho:

                  I get the "UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly" type errors (there are a bunch of them).

                  The package successfully builds but the functionality relying on the Victory plugin is not included.

                  I think it has something to do with how I installed the plugin.

                  I'm running 4.21 (latest update) and I placed Rama's extracted zip file (the 4.21 download) into the Engine/Plugin/Runtime folder (not the project directory, but that of the UE4 engine). It is in it's own folder named "VictoryPlugin21".

                  I also commented out the language of public paths for the BP Library in "VictoryBPLibrary.Build.cs", as recommended by another user on this thread forum (since I was getting the "Referenced directory 'D:\UE4\UE_4.21\Engine\Source\VictoryBPLibrary\Public' does not exist" error without that).

                  Where did I go wrong?

                  My project is due....Thursday! AH!
                  I got mine to package by putting it in to the plugins folder within the project directory rather than the engine's directory. Good luck with your project!

                  Comment


                    Originally posted by PP_Jackson View Post

                    I got mine to package by putting it in to the plugins folder within the project directory rather than the engine's directory. Good luck with your project!
                    Yeah me too, but these warnings are still there in output log.

                    Comment


                      Hi! Using 4.19 here. How can I convert instance meshes from the editor into one instance mesh? As the shortcut shift+i it didnt work. Thanks!

                      Go to Project Settings->Game->Victory Ed Engine -> I cannot see this. But I can see the new plugin functions, so I guess I miss something (I can use the function to convert all static meshes into instanced meshes, but it its too much!)

                      . I was trying to read the wiki, but it seems the info is outdated as it does refer some old version 4.16.
                      Last edited by Naitguolf; 02-07-2019, 08:54 AM.

                      Comment


                        Hello there!

                        I have a little (more like a big) problem with streaming levels. So I have this procedural tile (sub-levels) generated map that after being loaded, is sent to the clients. It was a very tough mechanism to make in the first place because of the engine that "likes" kicking out clients if they load the map faster then the server. The solution was to use the node "Add to Streaming Levels" (included in VictoryBP) on the clients after the server loaded the map with "Load Level Instance (by Name)". Everything was working mostly fine, until I decided to update from 4.19 to 4.21 due to some improvements in other areas of the engine. The problem is that this "Add to Streaming Levels" node seems to be doing nothing right now, and I cannot figure out why. It doesn't kick my clients as other methods do, but it doesn't load the levels, and the pawns are basically floating on client-side, but being teleported back up by the server. Does anyone have any ideas why?

                        I think it is related to the warning we could see on the page 152, that I also get. (The FLevelStreamInstanceInfo variables not being initialized properly)
                        Last edited by JohnnyZer0; 02-06-2019, 10:58 PM. Reason: FLevelStreamInstanceInfo typo

                        Comment


                          this plugin looks what I need for my project. Is there a manual for it. I want to run an application developed using matlab. I saw something like VictoryCreateProc node. I want to use it but I don't know how to connect it. is there anyone already have done similar or know how to do it please?
                          Last edited by derui29; 02-06-2019, 11:52 PM.

                          Comment


                            Thanks for your help. I did switch it to be a project plugin vs an engine plugin and finally got it to build.

                            All those log messages still exist tho, but at least the thing functions.

                            Thank you Rama for the great tools! I'm really benefiting from your load texture from file node as my program allows us to supply new photos over time via cloud storage and the client can download them into a folder and the program will go find them and throw them on a widget brush as required. Also used your game directory file to eliminate the need for them to specify where they installed it!

                            Great stuff. You're in the credits! (More like fine print...but there!)

                            So glad I switched from 3ds interactive. This community is unbelievably helpful.

                            Now to just learn c++ so I can contribute something.

                            Comment


                              Good day! Help solve the problem with Scene Capture 2D Save image. It seems to have done everything correctly, the function should be processed immediately after launching the game, but the destination folder is empty. What could be the problem?

                              Comment


                                Hi community! We are in urgent need to get the victory plugin working on 4.22 preview build. I was not able to find a working build for 4.22 (which is expected as from my previous experience Rama release on full released versions).

                                is there any way we could compile the source code to work on 4.22? Or is there anybody in the community who has a working 4.22 version?

                                any help would be really appreciated! Thanks!

                                Comment

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