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

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  • Thx for the plugin Rama!
    It's so UNREAL

    Comment


    • Originally posted by CatchPhyre View Post
      I am aware of other threads where you had posted codes to help people integrate it into their work. One such example, being "https://forums.unrealengine.com/showthread.php?8856-Accessing-Vertex-Positions-of-static-mesh". However, when I tried to do the same with the codes posted, I keep getting compile errors which points to some default unreal api header files. Being primarily a texture artist and designer, I have difficulty trying to get codes to work and I am very rusty with c++. Would it be possible to help me out with blueprint nodes that can calculate and access vertex information of static meshes please? I am sure other artists and designers would benefit from mesh "vertex info access" blueprint nodes.

      Thanx,
      CatchPhyre
      New Node

      Get Static Mesh Vertex Locations!


      Dear CatchPhyre,

      As per your request I have now made a node to get the rotated,scaled,translated positions of all vertices of a static mesh!

      This node is live in the current most recent plugin version!

      https://wiki.unrealengine.com/File:VictoryPlugin.zip

      Please refer carefully to my picture of how to set up this node correctly!

      ~~~

      Pictures

      Click image for larger version

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      Click image for larger version

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      Enjoy!

      Rama

      PS

      Originally posted by Skuba View Post
      Thx for the plugin Rama!
      You're welcome!

      Congrats on your first post, welcome to the forums!

      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


      • Hey thanks for this awesome plugin! It didn't work as is in UE 4.5. I only had to make two tiny updates to get it working. If anyone's interested in downloading it until Rama posts a newer version, you can find it at https://wiki.unrealengine.com/File:VictoryPlugin45.zip

        Comment


        • Originally posted by Rama View Post
          ooooh

          yea the big complication with my suggestion is that you cant add functions to Structures in BP, but you can in C++

          So I can do everything I can do in a class in a USTRUCT in c++, but not so in BP, yet, maybe Epic will fix this at some point!


          Once you can make BPs of UObjects I'd recommend going the Uboject route

          having an Actor BP for every upgrade is pretty intense

          Rama
          My thoughts exactly, hence the suggestion. That way i can actually use object based BPs.

          I really hope functions in structures and structure inheritance will be added in the future for BP.

          Comment


          • Originally posted by Thommie View Post
            My thoughts exactly, hence the suggestion. That way i can actually use object based BPs.

            I really hope functions in structures and structure inheritance will be added in the future for BP.
            Okay Thommie I will work on getting this Spawn UObject node done soon!

            ~~~

            New Visitors

            Make sure you see that I just released a node to get all the vertex locations of any static mesh component!

            https://forums.unrealengine.com/show...l=1#post161019

            Rama
            Last edited by Rama; 10-10-2014, 04:37 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

            Comment


            • Lots of cool stuff, and many times when I look stuff up I end up either fully or partly in a piece of text or tutorial you wrote.
              This time I actually read trough this blueprint library post just to make sure I don't start creating features that you already provide.

              Also I will probably use your refers on how to write editor plugins to adapt the editor more to my personal projects.

              Thanks for all the information and help you provide around the forum.

              Comment


              • Originally posted by StoneJonez View Post
                Hey thanks for this awesome plugin! It didn't work as is in UE 4.5. I only had to make two tiny updates to get it working. If anyone's interested in downloading it until Rama posts a newer version, you can find it at https://wiki.unrealengine.com/File:VictoryPlugin45.zip
                Thanks for sharing this with everyone StoneJonez!



                I will do an official 4.5 build once 4.5 comes out!




                Originally posted by TheSpaceMan View Post
                Lots of cool stuff, and many times when I look stuff up I end up either fully or partly in a piece of text or tutorial you wrote.
                This time I actually read trough this blueprint library post just to make sure I don't start creating features that you already provide.

                Also I will probably use your refers on how to write editor plugins to adapt the editor more to my personal projects.

                Thanks for all the information and help you provide around the forum.
                Great to hear from you TheSpaceMan!

                You're welcome, hee hee!



                Rama
                Last edited by Rama; 10-11-2014, 02:11 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

                Comment


                • Click image for larger version

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                  ~~

                  2 New Nodes For You

                  Create UObject

                  Create Primitive Component, Added to Scene at Location!


                  These two nodes let you create UObjects at runtime!


                  Please note you absolutely must save off the return value to a variable or UE4 will Garbage Collect your new UObject within a short time!


                  Please especially note that if you create a Primitive Component, I actually add it to the world for you so it is visible and has collision!

                  ~~~

                  C++ Code For You

                  Here's the code!

                  Code:
                  UObject* UVictoryBPFunctionLibrary::CreateObject(UObject* WorldContextObject,UClass* TheObjectClass, FName Name)
                  {
                  	if(!TheObjectClass) return NULL;
                  	//~~~~~~~~~~~~~~~~~
                  	
                  	//using a context object to get the world!
                      UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
                  	if(!World) return NULL;
                  	//~~~~~~~~~~~
                  	 
                  	return StaticConstructObject( TheObjectClass, World, Name);
                  }
                  Code:
                  UPrimitiveComponent* UVictoryBPFunctionLibrary::CreatePrimitiveComponent(
                  	UObject* WorldContextObject, 
                  	TSubclassOf<UPrimitiveComponent> CompClass, 
                  	FName Name,
                  	FVector Location, 
                  	FRotator Rotation
                  ){
                  	if(!CompClass) return NULL;
                  	//~~~~~~~~~~~~~~~~~
                  	
                  	//using a context object to get the world!
                      UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
                  	if(!World) return NULL;
                  	//~~~~~~~~~~~
                  	 
                  	UPrimitiveComponent* NewComp = ConstructObject<UPrimitiveComponent>( CompClass, World, Name);
                  	if(!NewComp) return NULL;
                  	//~~~~~~~~~~~~~
                  	 
                  	NewComp->SetWorldLocation(Location);
                  	NewComp->SetWorldRotation(Rotation);
                  	NewComp->RegisterComponentWithWorld(World);
                  	
                  	return NewComp;
                  }


                  Rama
                  Last edited by Rama; 10-11-2014, 01:57 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

                  Comment


                  • Rama if could create a node that allows procedural spawning of actors into sub-levels it would be much appreciated!

                    Right now it is hard to (procedurally) take advantage of streaming in a BP only project because all the nodes that spawn do so only in the persistent level and not the stream-able sub-levels.

                    For instance, I spawn 2 extra maps in the persistent level to simulate my world wrap, and that means up to 200,000 additional meshes in the world that I would prefer to stream in when you are actually looking at them.

                    Thanks for any help you can provide!
                    Map Generator 1.0
                    Map Generator 2.0
                    Map Generator 3.0

                    Comment


                    • Click image for larger version

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                      Originally posted by Zeustiak View Post
                      Rama if could create a node that allows procedural spawning of actors into sub-levels it would be much appreciated!

                      Right now it is hard to (procedurally) take advantage of streaming in a BP only project because all the nodes that spawn do so only in the persistent level and not the stream-able sub-levels.

                      For instance, I spawn 2 extra maps in the persistent level to simulate my world wrap, and that means up to 200,000 additional meshes in the world that I would prefer to stream in when you are actually looking at them.

                      Thanks for any help you can provide!
                      New BP Node For You Zeustiak! (And Everyone Else!)

                      This node will spawn an actor from a class into a sublevel of your choosing!

                      ~~~

                      Download Link

                      https://wiki.unrealengine.com/File:VictoryPlugin.zip

                      ~~~

                      Ease of Use

                      You can simply enter the name of the sublevel!

                      ~~~

                      Bonus

                      I've created a node that returns an array of the names of all levels that are currently loaded and visible!

                      In this way you can figure out what exact name to use with my SpawnActorInLevel node!



                      ~~~

                      File Size Reduction

                      I reduced the file size of my plugin dramatically by removing the debug files. Plugin will still package great!

                      And now the plugin is < 500kb in size.

                      So the most recent upload is actually a valid file!



                      Enjoy!



                      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

                      Comment


                      • Awesome! As soon as I wrap up a few systems I am working on I will re-acquaint myself with the World Browser!
                        Map Generator 1.0
                        Map Generator 2.0
                        Map Generator 3.0

                        Comment


                        • thanks for all these great nodes Rama

                          im having trouble creating my own plugin from the available tutorials, seems im missing something possibly so i have been adding to yours.
                          since you update so often it is not ideal as everything i do is lost in the update, so,
                          is there any way i could see a simplified version of a plugin like yours, maybe with just 1 node or something so i can compare to my failed attempts and see what i did wrong or missed.

                          thanks, amazing work btw

                          edit:
                          just seen StoneJonez version, i wonder if it has something to do with me using 4.5 for my own plugin tests
                          Last edited by tegleg; 10-11-2014, 08:54 AM.
                          tegleg.co.uk - indie electronic music label
                          Android + HTML5 WIP Physics Game
                          PC Games - Old Android Music Apps

                          Comment


                          • Originally posted by tegleg View Post
                            thanks for all these great nodes Rama

                            im having trouble creating my own plugin from the available tutorials, seems im missing something possibly so i have been adding to yours.
                            since you update so often it is not ideal as everything i do is lost in the update, so,
                            is there any way i could see a simplified version of a plugin like yours, maybe with just 1 node or something so i can compare to my failed attempts and see what i did wrong or missed.

                            thanks, amazing work btw

                            edit:
                            just seen StoneJonez version, i wonder if it has something to do with me using 4.5 for my own plugin tests
                            For the record, I literally only changed two lines of code to get it working in 4.5. What's happening when you try to get yours working?

                            Comment


                            • Hi Rama

                              I have tryed to install your plugin, but it doesn't work.

                              I followed this instruction:
                              1. download my editor / BP plugin and put in a directory directly off of your main project directory called "Plugins"

                              spelling must be exact

                              2. Load UE4 editor and go to Windows->Plugins

                              3. Find my plugin and make sure it is checked as being active

                              4. maybe double check #3

                              5. close the editor.

                              6. go to YourProject/Config/DefaultEngine.ini

                              7. add these lines:


                              [/Script/Engine.Engine]
                              UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine


                              8. Load UE4 Editor again

                              9. click on any static mesh actor

                              10. You should now see the Victory Editor HotKeys button in the top left

                              11. If you hover mouse over this title area any time, you can get the list of hotkeys

                              12. Enjoooy!

                              But I don't see Victory Editor HotKeys button in the top left and if I press the V key nothing appen.


                              This is my DefaultEngine.ini file

                              [URL]
                              GameName=TestVictoryPlugin

                              [/Script/EngineSettings.GameMapsSettings]
                              GameDefaultMap=/Game/Maps/Example_Map
                              EditorStartupMap=/Game/Maps/Example_Map
                              GlobalDefaultGameMode=/Game/Blueprints/MyGame.MyGame_C

                              [/Script/Engine.Engine]
                              +ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/TestVictoryPlugin")
                              +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/TestVictoryPlugin")
                              UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine


                              Thank you for your help.
                              Last edited by mad; 10-12-2014, 11:01 AM.
                              || DigitalTRX | C4DGames ||

                              Comment


                              • Originally posted by tegleg View Post
                                thanks for all these great nodes Rama

                                im having trouble creating my own plugin from the available tutorials, seems im missing something possibly so i have been adding to yours.
                                since you update so often it is not ideal as everything i do is lost in the update, so,
                                is there any way i could see a simplified version of a plugin like yours, maybe with just 1 node or something so i can compare to my failed attempts and see what i did wrong or missed.

                                thanks, amazing work btw

                                edit:
                                just seen StoneJonez version, i wonder if it has something to do with me using 4.5 for my own plugin tests
                                Hi there! Yea happy to help, but why did you feel you need the latest version all the time? The core structure hasn't changed much over the different engine versions. Can you give me better sense of what you are keeping what you are removing? Will work on a general plugin template at some point

                                ~~~

                                Stone Jonez Thou Art Selected

                                Originally posted by StoneJonez View Post
                                For the record, I literally only changed two lines of code to get it working in 4.5. What's happening when you try to get yours working?
                                Haha there's no issue other than I've never tried because I dont have preview versions of the engine. I am working about 5 different projects all of which are on 4.4 and I have 3 versions of the engine on my computer already

                                So!

                                Guess what!

                                You are selected StoneJonez!

                                Should you wish to be, you can be the official preview version Victory BP Library person (OPVVBLP)!

                                Should you wish to bear the honorary title of OPVVBLP, you could be the one to maintain preview versions of the Victory BP plugin! You could add this to a subsection of my wiki page and also I will make a space for it in my main original post in this thread



                                Rama
                                Last edited by Rama; 10-12-2014, 04:28 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

                                Comment

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