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

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    Rama ^ can you do us a 4.22 build

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      4.22 Is Live!

      Dear Community,

      4.22 is live, enjoy! You can also find this link in the initial post

      https://www.mediafire.com/file/87hgn...in422.zip/file

      I have also updated Github

      Victory to You!



      Rama
      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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        Dear Rama, Get current OS time not work with android :C Any help? Or its not supported?
        Last edited by Bormak; 04-05-2019, 08:14 AM.

        Comment


          Hi, RAMA, Please HELP:

          I can't compile my project anymore with VictoryBPLibrary . Everything was normal before. I make some cosmetic changes on the level and can't build it. There are many errors with chrono and ratio files (VS folder). log attached.

          please give some advice what can I do?

          ps: solved this, don't update windows 10 sdk https://answers.unrealengine.com/que...t-defined.html
          Attached Files
          Last edited by 6r0m; 04-08-2019, 06:22 AM.
          Igor, swamper, sole proprietorship

          Comment


            I'm using rama's victory plugin with ue4 version 4.12 for the ability to rebind keys... However its NOT saving the re-binded keys after exiting the game.

            Or maybe its possibly using default keys on startup? (and not looking at the correct place to find the newly rebinding key file?) but I tried deleting the input.ini file to make sure its not using that


            Not sure if this matters... but this is a packaged game using 32bit Development build.

            I noticed a RebindingIinput.ini file ( in the \Saved\Config\WindowsNoEditor directory) but not sure if that is doing anything because after I rebind keys in game it doesn't seem to modifiy the file date on RebindingInput.ini file)

            Any suggestions on how to find out where this is going wrong? Thanks
            Last edited by wrfstudios; 04-06-2019, 03:42 PM.

            Comment


              Working fine for me + cook/build all working. However there's a few warnings:

              LogClass: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
              LogClass: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
              LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
              LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
              LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
              LogClass: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
              LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
              LogClass: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
              LogClass: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
              LogClass: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly

              Comment


                Originally posted by wrfstudios View Post
                I'm using rama's victory plugin with ue4 version 4.12 for the ability to rebind keys... However its NOT saving the re-binded keys after exiting the game.

                Or maybe its possibly using default keys on startup? (and not looking at the correct place to find the newly rebinding key file?) but I tried deleting the input.ini file to make sure its not using that


                Not sure if this matters... but this is a packaged game using 32bit Development build.

                I noticed a RebindingIinput.ini file ( in the \Saved\Config\WindowsNoEditor directory) but not sure if that is doing anything because after I rebind keys in game it doesn't seem to modifiy the file date on RebindingInput.ini file)

                Any suggestions on how to find out where this is going wrong? Thanks

                Sorry... but still need to fix this somehow...

                Not sure if its the Victory Plugin not loading up whatever rebindings were changed when game is first started or if it something else?

                If I rebind a key to something else it works great (even can change maps, etc.) until the game exits and restarts then any rebindings are not used and everything reverts back.

                I tried deleting input.ini and rebindinginput.ini but still not loading any newly created rebindings at start of game.

                I know if you add bindings to input.ini it will use those... (possibly overriding anything created by the victory plugin... so I deleted/emptied it to make sure)

                Are you not allowed to rebind keys using a 32bit Development build? (will it always use whatever the editor rebinding default was set at?)

                If anyone knows anything about this or where the rebindings are stored, or any way to check where this might not be working... please let me know - I can also give you a free steam key to the game (Bloodlust: Nemesis) if you think looking at the directory structure would help find where the rebindings are stored, etc.

                Thanks
                Bill


                Last edited by wrfstudios; 04-09-2019, 01:06 PM.

                Comment


                  Can you update node : "Victory Get Custom Config Var String"
                  to be able to target a custom ini file (not the default game.ini), would like a path to a custom file.
                  For the moment I use "File IO" node but there is a lot of manipulation string to achieve what i want : just read/write a variable in DefaultEngine.ini
                  Thanks !!!

                  Comment


                    Hey everyone!
                    I have a problem with two Rama's nodes and AI Perception,
                    I use the nodes "get generic team ID" on a pawn, it return 255 (that's normal i think) but if i "set generic team ID" to 0, it is always 255? Set generic team ID isn't working?
                    I have the interface to do that but no idea why it isn't working! Only use: Event tick > set generic team ID (0). But get generic team ID is still 255...

                    Thank's for your help it will be very appreciated!!

                    Comment


                      Originally posted by el zee View Post
                      Working fine for me + cook/build all working. However there's a few warnings:

                      LogClass: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
                      LogClass: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
                      LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
                      LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
                      LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
                      LogClass: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
                      LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
                      LogClass: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
                      LogClass: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
                      LogClass: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
                      Same warning here

                      Comment


                        Originally posted by martoof View Post
                        Same warning here
                        That just means that the struct does not have default values for those. 422 seems to log this now. Unless something else has changed i don't think this will cause you any issues. :-)
                        Outer Planet Studios
                        http://outerplanet.webflow.io/

                        Comment


                          After updating to 4.22.1 my project is crashing on startup. Can someone help me out?

                          Call stack is here:
                          https://pastebin.com/pggLRaCm

                          Edit: I identified the crash was being caused by alright rig plugin but I dont know how to fix it yet. Disabling the plugin allows me to open my project but now I cant edit animations
                          Last edited by fBlah; 04-27-2019, 03:35 PM.
                          Speed Lines | Characters for UE4 | Animation Mirroring | AI that can jump | Support me on Patreon

                          Comment


                            Would you mind awfully compiling for 4.22.2 please? UE's moaning about version incompatibility.
                            Last edited by Bob3DGames; 05-21-2019, 03:39 PM.

                            Comment


                              Hey Rama first off thank you for an amazing plugin! Just wondering is it working with Android, used it and packaged for android and doesn't seem to be working. Any ideas? Thanks again

                              Comment


                                Still getting error "LogPluginManager: Warning: Plugin 'VictoryBPLibrary' is not compatible with the current engine version (4.22.0)" when trying to open engine version 4.22.2.

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