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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!
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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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Originally posted by Rama View PostTaking Simple BP Node Requests
Anyone have a simple thing they'd like to have added to Blueprints that is not there already?
I am taking small scale requests at the moment, since I dont have any immediate BP node ideas of my own.
Has to be very simple
Let me know!
Rama
How simple would it be to create a function that lets you get the current screenmode. There are 3 screen modes that I believe exist 0 - 1 and 2. It would be nice to check the screen mode against a function grabbing the correct info, because the current fullscreen command seems to get lost and sometimes cycles through the 3 options. Maybe an enum so you can check against it and toggle to the next mode.
IsaacIsaac Nichols
Game Developer & Music Producer - Threaded Pixel Studios
Currently working on Drones & Ruins a Sci-Fi twin-stick shooter.
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@Rama, do you happen to know if it's possible to output a .uasset for a UTexture2D in a packaged game? If so, I think a node for that would be extremely nice. Combined with the Texture from Disk node, it'd be quite useful for loading mods and caching out the .uassets.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by Isaac Nichols View PostHi Rama,
How simple would it be to create a function that lets you get the current screenmode. There are 3 screen modes that I believe exist 0 - 1 and 2. It would be nice to check the screen mode against a function grabbing the correct info, because the current fullscreen command seems to get lost and sometimes cycles through the 3 options. Maybe an enum so you can check against it and toggle to the next mode.
Isaac
Originally posted by n00854180t View Post@Rama, do you happen to know if it's possible to output a .uasset for a UTexture2D in a packaged game? If so, I think a node for that would be extremely nice. Combined with the Texture from Disk node, it'd be quite useful for loading mods and caching out the .uassets.
I was told info similar to this when I asked about including the FBX importer/exporter in a packaged game
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My Solution
I save T2D to binary array and the load it back in!
That's how I created a screenshot-based save/load file browser for Solus!
My tutorial and code for binary save systems is in my signature!
RamaLast edited by Rama; 09-14-2014, 03:01 AM.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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Two New BP Nodes
Get and set Full Screen Mode Using Convenient Enum!
This node lets you choose between regular full screen, which involves that brief black screen and then the switch to absolute fullscreem,
and windowed full screen, which most people prefer these days!
There's a slightly mysterious third option in this list because it is still in Epic's code base, which is Windowed Full Screen High Quality. The only comment in Epic's code base is that HQ windowed full screen can cause some performance issues while switching, or something like that.
In any case, I am providing you with all 3 options to experiment with as you wish!
After setting the Full Screen type you will still have to use console command -> "setres 1920x1080f" where f means fullscreen, if your window is not full screen already!
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Rama's Joy Graphics Library
This node is a sneak peak at the Graphics Library I prepared for Solus and would like to post on the marketplace as soon as plugins are being accepted by Epic for the marketplace.
Enjoy!
Rama
PS: This node brought to you by Isaac's request:
Originally posted by Isaac Nichols View PostHi Rama,
How simple would it be to create a function that lets you get the current screenmode. There are 3 screen modes that I believe exist 0 - 1 and 2. It would be nice to check the screen mode against a function grabbing the correct info, because the current fullscreen command seems to get lost and sometimes cycles through the 3 options. Maybe an enum so you can check against it and toggle to the next mode.
IsaacLast edited by Rama; 09-15-2014, 07:51 AM.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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Epic, Hire Rama already, (before he is snap by rival company) !
Anyway, I have download & try some of the nodes. Thanks.
However, a question, do the
~ Change Hue
~ Change Saturation
suppose to work in the Material editior. I cannot seems to pull out these nodes.Check my working title: The Locked Room here: https://forums.unrealengine.com/show...he-locked-Room
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Awesome thanks. I can't wait to see your marketplace store.
Isaac Nichols
Game Developer & Music Producer - Threaded Pixel Studios
Currently working on Drones & Ruins a Sci-Fi twin-stick shooter.
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Originally posted by Rama View PostI'm pretty sure it is against the rules /illegal to do this, as you would need access to editor code in the packaged game, which we are not allowed to use in a packaged game.
I was told info similar to this when I asked about including the FBX importer/exporter in a packaged game
~~~
My Solution
I save T2D to binary array and the load it back in!
That's how I created a screenshot-based save/load file browser for Solus!
My tutorial and code for binary save systems is in my signature!
Rama
I'll use the binary save - didn't even think of thatGood idea.
Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
Comment
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Originally posted by starseeker View PostEpic, Hire Rama already, (before he is snap by rival company) !
Anyway, I have download & try some of the nodes. Thanks.
However, a question, do the
~ Change Hue
~ Change Saturation
suppose to work in the Material editior. I cannot seems to pull out these nodes.
Haha no rival company is getting me!
UE4 for me for always!
These nodes are for Texture2D, not for the material editor
They are also not very efficient, you're better off making a material and spawning a Dynamic Material Instance instead100+ 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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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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UMG Tutorial
I just posted my very first UMG tutorial, and the very first wiki about UMG in the Tutorials section!
https://forums.unrealengine.com/show...-Dynamic-Array
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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As Mentioned in Hourence's Twitch Stream
This is the same node you could see in the Epic twitch stream with Hourences just last week!
I told Hourences I could give him the real system time and he did wonders with it!
Get Current Operating System Time
annnnd
Get Milliseconds/Seconds/Minutes/Hours Passed Since Previous Recorded Time!
These two nodes can be used to
1. obtain the current local Operating System Time for your computer.
2. obtain the amount of milliseconds/seconds/minutes/hours that have passed since the time you recorded for the first node! You can stores as many times as you want! They are simply stored as a string!
You can use these two nodes to record down to the sub-millisecond the amount of time passing between game events!
The milliseconds portion is a float, so you can record far smaller than 1 millisecond!
In the attached picture I record the amount of real-world time between two key presses
Enjoy!
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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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
Comment
-
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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