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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!
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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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4.26 Update Is Here!
Dear Victory Plugin Users,
Here is 4.26 !!!!
http://www.mediafire.com/file/0q10k9...gin26.zip/file
Enjooooooy!
♥
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
- 3 likes
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Originally posted by Rama View Post4.26 Update Is Here!
Dear Victory Plugin Users,
Here is 4.26 !!!!
http://www.mediafire.com/file/0q10k9...gin26.zip/file
Enjooooooy!
♥
Rama
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Originally posted by Rama View Post4.26 Update Is Here!
Dear Victory Plugin Users,
Here is 4.26 !!!!
http://www.mediafire.com/file/0q10k9...gin26.zip/file
Enjooooooy!
♥
Rama
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Hi,
I have recently created a plugin to import the audio files with mp3, wav, flac in runtime.
https://github.com/Respirant/RuntimeAudioImporter
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hi, first let me thank you very much for this very useful plugin !!!
i mainly use it for storing load/savegame thumbs-textures.
i have one question about it:
the textures stored seem very dark compared to my screen output of the scene.
is there any way to get the exact screen output ?
i tried messing with brightness in the 2d capture texture, but it wont make any difference ...
kind regards
stucki
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Hi,
Thanks for the great plugin @Rama, It works like a charm and helped me a lot with my game. But I am currently trying to port my game to android and I think it is causing the app to crash (I am on 4.26), I was wondering does this plugin support android? Or am I just doing something wrong and that's the reason for the crash?
Here the error I am getting before the crash happens.
ThanksLast edited by R4thren; 12-23-2020, 04:09 AM.
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Originally posted by stucki View Posthi, first let me thank you very much for this very useful plugin !!!
i mainly use it for storing load/savegame thumbs-textures.
i have one question about it:
the textures stored seem very dark compared to my screen output of the scene.
is there any way to get the exact screen output ?
i tried messing with brightness in the 2d capture texture, but it wont make any difference ...
kind regards
stucki
Last edited by R4thren; 12-23-2020, 04:25 AM.
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Originally posted by R4thren View PostHi,
Thanks for the great plugin @Rama, It works like a charm and helped me a lot with my game. But I am currently trying to port my game to android and I think it is causing the app to crash (I am on 4.26), I was wondering does this plugin support android? Or am I just doing something wrong and that's the reason for the crash?
Here the error I am getting before the crash happens.
Thanks
Open the .uplugin and add android to the target platform wite list, then build it for android and it works like a charm.
Thanks again for the great plugin
- 1 like
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For the sake of documenting what was a really long struggle getting seeking / start from time / any deeper audio issues with an vorbis OGG -> soundwave importer, i found that UE4 relies on both the RawData and RawPCMData part of a soundwave to perform tasks deeper than just playing audio, the solution i found was to use the SerializeWaveFile function on pcm data to make a normal .wav type rawdata and then set the rawdata that way. I'm not certain if this works in packaged games. Code for setting the RawData:Code://SERIALIZE PCM AND FILL IN RAW DATA TArray < uint8 > rawSerialized; SerializeWaveFile(rawSerialized, sw->RawPCMData, info.SampleDataSize, info.NumChannels, info.SampleRate); sw->RawData.Lock(LOCK_READ_WRITE); void* LockedData = sw->RawData.Realloc(rawSerialized.Num()); FMemory::Memcpy(LockedData, rawSerialized.GetData(), info.SampleDataSize); sw->RawData.Unlock();
Code:USoundWave* XXXXXXXXX::GetSoundWaveFromOGGFile(const FString& filePath, bool& Success){ if (filePath == "") { Success = false; return nullptr; } char* filePathChar = TCHAR_TO_ANSI(*filePath); USoundWave* sw = NewObject<USoundWave>(USoundWave::StaticClass()); if (!sw) { Success = false; return nullptr; } TArray < uint8 > rawFile1; FFileHelper::LoadFileToArray(rawFile1, filePath.GetCharArray().GetData()); FByteBulkData* bulkData = &sw->CompressedFormatData.GetFormat(TEXT("OGG")); bulkData->Lock(LOCK_READ_WRITE); FMemory::Memcpy(bulkData->Realloc(rawFile1.Num()), rawFile1.GetData(), rawFile1.Num()); bulkData->Unlock(); FSoundQualityInfo info; FVorbisAudioInfo vorbis_obj; if (!vorbis_obj.ReadCompressedInfo(rawFile1.GetData(), rawFile1.Num(), &info)) { return nullptr; } else { sw->SoundGroup = ESoundGroup::SOUNDGROUP_Default; sw->NumChannels = info.NumChannels; sw->Duration = info.Duration; //sw->TotalSamples = info.SampleDataSize; sw->RawPCMDataSize = info.SampleDataSize; sw->SetSampleRate(info.SampleRate); // - Decompress and bake PCM Data from file into SoundWave sw->RawPCMData = (uint8*)FMemory::Malloc(sw->RawPCMDataSize); vorbis_obj.ExpandFile(sw->RawPCMData, &info); sw->bDecompressedFromOgg = true; //SERIALIZE PCM AND FILL IN RAW DATA TArray < uint8 > rawSerialized; SerializeWaveFile(rawSerialized, sw->RawPCMData, info.SampleDataSize, info.NumChannels, info.SampleRate); sw->RawData.Lock(LOCK_READ_WRITE); void* LockedData = sw->RawData.Realloc(rawSerialized.Num()); FMemory::Memcpy(LockedData, rawSerialized.GetData(), info.SampleDataSize); sw->RawData.Unlock(); } if (!sw) { Success = false; return nullptr; } Success = true; return sw; }
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Originally posted by R4thren View Post
In case you are still looking for an answer, these settings inside the texture render target should make the image look the same as in the engine
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Rama, could you possibly look into these node suggestions?
-capsule trace with orientation (i hear this exists in C++ but the blueprint capsule trace mysteriously lacks it?)
-trace by distance and direction nodes: so for example instead of setting end points, you just set a starting point, unit vector direction, and float distance
-exposed engine quaternion and spherical interpolation functions
-vector += and -= like you have for floats currently
-clamp vector and clamp rotator to closest of number given directions, for example returning only 8 directions or 4 directions
thank you for all your hard work, and for such a wonderfully useful plugin.Last edited by Capsu1; 01-03-2021, 01:33 PM.
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Hi, and thanks for this extremely usefull pluggin!!
I have a lot of pages in this topic but can't find my answer, I'm sorry... Is it still necessary to have a C++ programmer to package for android (and mac since I'm working with somebody using it)? I've read it was the case some times ago, but I'm using 4.25 and the pluggin may have changed in beetween.
Thanks
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